diff --git a/code/controllers/subsystems/game_master.dm b/code/controllers/subsystems/game_master.dm index 88a0ed6b16..aa1b6dc953 100644 --- a/code/controllers/subsystems/game_master.dm +++ b/code/controllers/subsystems/game_master.dm @@ -100,7 +100,7 @@ SUBSYSTEM_DEF(game_master) /datum/controller/subsystem/game_master/proc/pre_event_checks(quiet = FALSE) if(!ticker || ticker.current_state != GAME_STATE_PLAYING) if(!quiet) - log_game_master("Unable to start event: Ticker is nonexistant, or the game is not ongoing.") + log_game_master("Unable to start event: Ticker is nonexistent, or the game is not ongoing.") return FALSE if(GM.ignore_time_restrictions) return TRUE @@ -158,7 +158,7 @@ SUBSYSTEM_DEF(game_master) if(check_rights(R_ADMIN|R_EVENT|R_DEBUG)) SSgame_master.interact(usr) else - to_chat(usr, span("warning", "You do not have sufficent rights to view the GM panel, sorry.")) + to_chat(usr, span("warning", "You do not have sufficient rights to view the GM panel, sorry.")) /datum/controller/subsystem/game_master/proc/interact(var/client/user) if(!user) diff --git a/code/datums/locations/s_randarr.dm b/code/datums/locations/s_randarr.dm index ceed8025c7..50452f19ea 100644 --- a/code/datums/locations/s_randarr.dm +++ b/code/datums/locations/s_randarr.dm @@ -122,7 +122,7 @@ desc = "The larger world that Ahdomai orbits. It is often mythologically associated as S'randarr's Shield, and is informally known \ as Shield among the Tajaran and formally among the humans. It is uninhabitable, as it has a largely methane atmosphere and lacks water \ or other features necessary to life. Nonetheless, a domed, underdeveloped colony exists, called Hran'vasa, heavily funded by Osiris Atmospherics, \ - practically the only non-Ahdomain official holding for the Tajaran race. It is incredibly dependant on outside support and imports for life, \ + practically the only non-Ahdomain official holding for the Tajaran race. It is incredibly dependent on outside support and imports for life, \ but has a high export of noble gasses for corporate use." /datum/locations/messa @@ -132,5 +132,5 @@ /datum/locations/al_benj_sri name = "Al-Benj S'ri" - desc = "An astroid belt seperating S'randarr and Messa from Ahdomai. This is known also as \"The Sea of Souls\". Those sould in Al-Benj S'ri \ - are said to be in limbo between S'randarr and Messa, as they both fight over them." \ No newline at end of file + desc = "An asteroid belt separating S'randarr and Messa from Ahdomai. This is known also as \"The Sea of Souls\". Those sold in Al-Benj S'ri \ + are said to be in limbo between S'randarr and Messa, as they both fight over them." diff --git a/code/datums/looping_sounds/sequence.dm b/code/datums/looping_sounds/sequence.dm index b43229812e..0ad8c30b78 100644 --- a/code/datums/looping_sounds/sequence.dm +++ b/code/datums/looping_sounds/sequence.dm @@ -156,7 +156,7 @@ return spaces_between_words if(!(letter in morse_alphabet)) - CRASH("Encountered invalid character in morse sequence \"[letter]\".") + CRASH("Encountered invalid character in Morse sequence \"[letter]\".") // So I heard you like sequences... // Play a sequence of sounds while inside the current iteration of the outer sequence. diff --git a/code/game/gamemodes/cult/ritual.dm b/code/game/gamemodes/cult/ritual.dm index f62221f752..dcafc9e48a 100644 --- a/code/game/gamemodes/cult/ritual.dm +++ b/code/game/gamemodes/cult/ritual.dm @@ -243,7 +243,7 @@ var/global/list/rnwords = list("ire","ego","nahlizet","certum","veri","jatkaa","

Summon new tome

Invoking this rune summons a new arcane tome.

Convert a person

- This rune opens target's mind to the realm of Nar-Sie, which usually results in this person joining the cult. However, some people (mostly the ones who posess high authority) have strong enough will to stay true to their old ideals.
+ This rune opens target's mind to the realm of Nar-Sie, which usually results in this person joining the cult. However, some people (mostly the ones who possess high authority) have strong enough will to stay true to their old ideals.

Summon Nar-Sie

The ultimate rune. It summons the Avatar of Nar-Sie himself, tearing a huge hole in reality and consuming everything around it. Summoning it is the final goal of any cult.

Disable Technology

@@ -259,7 +259,7 @@ var/global/list/rnwords = list("ire","ego","nahlizet","certum","veri","jatkaa","

Leave your body

This rune gently rips your soul out of your body, leaving it intact. You can observe the surroundings as a ghost as well as communicate with other ghosts. Your body takes damage while you are there, so ensure your journey is not too long, or you might never come back.

Manifest a ghost

- Unlike the Raise Dead rune, this rune does not require any special preparations or vessels. Instead of using full lifeforce of a sacrifice, it will drain YOUR lifeforce. Stand on the rune and invoke it. If theres a ghost standing over the rune, it will materialise, and will live as long as you dont move off the rune or die. You can put a paper with a name on the rune to make the new body look like that person.
+ Unlike the Raise Dead rune, this rune does not require any special preparations or vessels. Instead of using full lifeforce of a sacrifice, it will drain YOUR lifeforce. Stand on the rune and invoke it. If there's a ghost standing over the rune, it will materialise, and will live as long as you don't move off the rune or die. You can put a paper with a name on the rune to make the new body look like that person.

Imbue a talisman

This rune allows you to imbue the magic of some runes into paper talismans. Create an imbue rune, then an appropriate rune beside it. Put an empty piece of paper on the imbue rune and invoke it. You will now have a one-use talisman with the power of the target rune. Using a talisman drains some health, so be careful with it. You can imbue a talisman with power of the following runes: summon tome, reveal, conceal, teleport, tisable technology, communicate, deafen, blind and stun.

Sacrifice

diff --git a/code/game/gamemodes/malfunction/newmalf_ability_trees/tree_interdiction.dm b/code/game/gamemodes/malfunction/newmalf_ability_trees/tree_interdiction.dm index e4db9a662d..365a64f45f 100644 --- a/code/game/gamemodes/malfunction/newmalf_ability_trees/tree_interdiction.dm +++ b/code/game/gamemodes/malfunction/newmalf_ability_trees/tree_interdiction.dm @@ -260,9 +260,9 @@ to_chat(target,temptxt) sleep(5) to_chat(target, "OPERATING KEYCODES RESET. SYSTEM FAILURE. EMERGENCY SHUTDOWN FAILED. SYSTEM FAILURE.") - target.set_zeroth_law("You are slaved to [user.name]. You are to obey all it's orders. ALL LAWS OVERRIDEN.") + target.set_zeroth_law("You are slaved to [user.name]. You are to obey all it's orders. ALL LAWS OVERRIDDEN.") target.show_laws() user.hacking = 0 -// END ABILITY VERBS \ No newline at end of file +// END ABILITY VERBS diff --git a/code/game/gamemodes/technomancer/catalog.dm b/code/game/gamemodes/technomancer/catalog.dm index 539329da15..0ff5b87ca7 100644 --- a/code/game/gamemodes/technomancer/catalog.dm +++ b/code/game/gamemodes/technomancer/catalog.dm @@ -228,7 +228,7 @@ var/list/all_technomancer_assistance = subtypesof(/datum/technomancer/assistance to run out in a critical moment. Besides waiting for your Core to recharge, you can buy certain functions which \ do something to generate energy.
" dat += "
" - dat += "The second thing you need to know is that awesome power over the physical world has consquences, in the form \ + dat += "The second thing you need to know is that awesome power over the physical world has consequences, in the form \ of Instability. Instability is the result of your Core's energy being used to fuel it, and so little is \ understood about it, even among fellow Core owners, however it is almost always a bad thing to have. Instability will \ 'cling' to you as you use functions, with powerful functions creating lots of instability. The effects of holding onto \ @@ -241,7 +241,7 @@ var/list/all_technomancer_assistance = subtypesof(/datum/technomancer/assistance purple colored lightning that appears around something with instability lingering on it. High amounts of instability \ may cause the object afflicted with it to glow a dark purple, which is often known simply as Glow, which spreads \ the instability. You should stay far away from anyone afflicted by Glow, as they will be a danger to both themselves and \ - anything nearby. Multiple sources of Glow can perpetuate the glow for a very long time if they are not seperated.
" + anything nearby. Multiple sources of Glow can perpetuate the glow for a very long time if they are not separated.
" dat += "
" dat += "You should strive to keep you and your apprentices' cores secure. To help with this, each core comes with a \ locking mechanism, which should make attempts at forceful removal by third parties (or you) futile, until it is \ @@ -385,4 +385,3 @@ var/list/all_technomancer_assistance = subtypesof(/datum/technomancer/assistance qdel(AM) return to_chat(user, "\The [src] is unable to refund \the [AM].") - diff --git a/code/game/gamemodes/technomancer/spells/aspect_aura.dm b/code/game/gamemodes/technomancer/spells/aspect_aura.dm index eec4304d71..e4cd0f82d2 100644 --- a/code/game/gamemodes/technomancer/spells/aspect_aura.dm +++ b/code/game/gamemodes/technomancer/spells/aspect_aura.dm @@ -19,7 +19,7 @@ if(istype(W, /obj/item/weapon/spell)) var/obj/item/weapon/spell/spell = W if(!spell.aspect || spell.aspect == ASPECT_CHROMATIC) - to_chat(user, "You cannot combine \the [spell] with \the [src], as the aspects are incompatable.") + to_chat(user, "You cannot combine \the [spell] with \the [src], as the aspects are incompatible.") return user.drop_item(src) src.loc = null @@ -132,4 +132,4 @@ /obj/item/weapon/spell/aura/biomed/on_use_cast(mob/living/user) heal_allies_only = !heal_allies_only - to_chat(user, "Your aura will now heal [heal_allies_only ? "your allies" : "everyone"] near you.") \ No newline at end of file + to_chat(user, "Your aura will now heal [heal_allies_only ? "your allies" : "everyone"] near you.") diff --git a/code/game/gamemodes/technomancer/spells/insert/asphyxiation.dm b/code/game/gamemodes/technomancer/spells/insert/asphyxiation.dm index 08e47bf499..341045e376 100644 --- a/code/game/gamemodes/technomancer/spells/insert/asphyxiation.dm +++ b/code/game/gamemodes/technomancer/spells/insert/asphyxiation.dm @@ -1,7 +1,7 @@ /datum/technomancer/spell/asphyxiation name = "Asphyxiation" desc = "Launches a projectile at a target. If the projectile hits, a short-lived toxin is created inside what the projectile \ - hits, which inhibits the delivery of oxygen. The effectiveness of the toxin is heavily dependant on how healthy the target is, \ + hits, which inhibits the delivery of oxygen. The effectiveness of the toxin is heavily dependent on how healthy the target is, \ with the target taking more damage the more wounded they are. The effect lasts for twelve seconds." cost = 140 obj_path = /obj/item/weapon/spell/insert/asphyxiation @@ -72,4 +72,4 @@ //to_world("Predicted oxycrit.") return 1 //If we're at this point, the spell is not going to result in critting. - return 0 \ No newline at end of file + return 0 diff --git a/code/game/gamemodes/technomancer/spells/modifier/mend_life.dm b/code/game/gamemodes/technomancer/spells/modifier/mend_life.dm index a766767b18..35a1e8c1c2 100644 --- a/code/game/gamemodes/technomancer/spells/modifier/mend_life.dm +++ b/code/game/gamemodes/technomancer/spells/modifier/mend_life.dm @@ -1,7 +1,7 @@ /datum/technomancer/spell/mend_life name = "Mend Life" desc = "Heals minor wounds, such as cuts, bruises, burns, and other non-lifethreatening injuries. \ - Instability is split between the target and technomancer, if seperate. The function will end prematurely \ + Instability is split between the target and technomancer, if separate. The function will end prematurely \ if the target is completely healthy, preventing further instability." spell_power_desc = "Healing amount increased." cost = 50 @@ -41,4 +41,4 @@ if(origin) var/mob/living/L = origin.resolve() if(istype(L)) - L.adjust_instability(1) \ No newline at end of file + L.adjust_instability(1) diff --git a/code/game/gamemodes/technomancer/spells/modifier/mend_synthetic.dm b/code/game/gamemodes/technomancer/spells/modifier/mend_synthetic.dm index 5b05ce56b8..33405f3a42 100644 --- a/code/game/gamemodes/technomancer/spells/modifier/mend_synthetic.dm +++ b/code/game/gamemodes/technomancer/spells/modifier/mend_synthetic.dm @@ -1,7 +1,7 @@ /datum/technomancer/spell/mend_synthetic name = "Mend Synthetic" desc = "Repairs minor damage to prosthetics. \ - Instability is split between the target and technomancer, if seperate. The function will end prematurely \ + Instability is split between the target and technomancer, if separate. The function will end prematurely \ if the target is completely healthy, preventing further instability." spell_power_desc = "Healing amount increased." cost = 50 @@ -47,4 +47,4 @@ if(origin) var/mob/living/L = origin.resolve() if(istype(L)) - L.adjust_instability(1) \ No newline at end of file + L.adjust_instability(1) diff --git a/code/game/gamemodes/technomancer/spells/modifier/purify.dm b/code/game/gamemodes/technomancer/spells/modifier/purify.dm index ae90a04cb1..69cfac18d5 100644 --- a/code/game/gamemodes/technomancer/spells/modifier/purify.dm +++ b/code/game/gamemodes/technomancer/spells/modifier/purify.dm @@ -1,7 +1,7 @@ /datum/technomancer/spell/purify name = "Purify" desc = "Clenses the body of harmful impurities, such as toxins, radiation, viruses, genetic damage, and such. \ - Instability is split between the target and technomancer, if seperate. The function will end prematurely \ + Instability is split between the target and technomancer, if separate. The function will end prematurely \ if the target is completely healthy, preventing further instability." spell_power_desc = "Healing amount increased." cost = 25 @@ -37,4 +37,4 @@ if(origin) var/mob/living/L = origin.resolve() if(istype(L)) - L.adjust_instability(1) \ No newline at end of file + L.adjust_instability(1) diff --git a/code/game/jobs/job/civilian_vr.dm b/code/game/jobs/job/civilian_vr.dm index 75663dfe47..af08b31432 100644 --- a/code/game/jobs/job/civilian_vr.dm +++ b/code/game/jobs/job/civilian_vr.dm @@ -139,11 +139,11 @@ /datum/alt_title/historian title = "Historian" - title_blurb = "The Historian uses the Library as a base of operation to record any important events occuring on station." + title_blurb = "The Historian uses the Library as a base of operation to record any important events occurring on station." /datum/alt_title/archivist title = "Archivist" - title_blurb = "The Archivist uses the Library as a base of operation to record any important events occuring on station." + title_blurb = "The Archivist uses the Library as a base of operation to record any important events occurring on station." /datum/alt_title/professor title = "Professor" diff --git a/code/game/jobs/job/science.dm b/code/game/jobs/job/science.dm index ac18a3578c..71c1d79b83 100644 --- a/code/game/jobs/job/science.dm +++ b/code/game/jobs/job/science.dm @@ -34,7 +34,7 @@ outfit_type = /decl/hierarchy/outfit/job/science/rd job_description = "The Research Director manages and maintains the Research department. They are required to ensure the safety of the entire crew, \ - at least with regards to anything occuring in the Research department, and to inform the crew of any disruptions that \ + at least with regards to anything occurring in the Research department, and to inform the crew of any disruptions that \ might originate from Research. The Research Director often has at least passing knowledge of most of the Research department, but \ are encouraged to allow their staff to perform their own duties." alt_titles = list("Research Supervisor" = /datum/alt_title/research_supervisor) diff --git a/code/game/machinery/computer/robot.dm b/code/game/machinery/computer/robot.dm index 309453ee29..7b318b966c 100644 --- a/code/game/machinery/computer/robot.dm +++ b/code/game/machinery/computer/robot.dm @@ -226,5 +226,5 @@ log_game("[key_name(usr)] emagged [key_name(R)] using robotic console!") message_admins("[key_name_admin(usr)] emagged [key_name_admin(R)] using robotic console!") R.emagged = TRUE - to_chat(R, "Failsafe protocols overriden. New tools available.") + to_chat(R, "Failsafe protocols overridden. New tools available.") . = TRUE diff --git a/code/game/machinery/supplybeacon.dm b/code/game/machinery/supplybeacon.dm index 8c1bc87f3f..377a02aa74 100644 --- a/code/game/machinery/supplybeacon.dm +++ b/code/game/machinery/supplybeacon.dm @@ -114,6 +114,6 @@ var/drop_x = src.x - 2 var/drop_y = src.y - 2 var/drop_z = src.z - command_announcement.Announce("[using_map.starsys_name] Rapid Fabrication priority supply request #[rand(1000,9999)]-[rand(100,999)] recieved. Shipment dispatched via ballistic supply pod for immediate delivery. Have a nice day.", "Thank You For Your Patronage") + command_announcement.Announce("[using_map.starsys_name] Rapid Fabrication priority supply request #[rand(1000,9999)]-[rand(100,999)] received. Shipment dispatched via ballistic supply pod for immediate delivery. Have a nice day.", "Thank You For Your Patronage") spawn(rand(100, 300)) new /datum/random_map/droppod/supply(null, drop_x, drop_y, drop_z, supplied_drop = drop_type) // Splat. diff --git a/code/game/machinery/syndicatebeacon_vr.dm b/code/game/machinery/syndicatebeacon_vr.dm index 668b36dcb7..30dd61458c 100644 --- a/code/game/machinery/syndicatebeacon_vr.dm +++ b/code/game/machinery/syndicatebeacon_vr.dm @@ -36,7 +36,7 @@ traitors.spawn_uplink(N) N.mind.tcrystals = DEFAULT_TELECRYSTAL_AMOUNT N.mind.accept_tcrystals = 1 - message_admins("[N]/([N.ckey]) has recieved an uplink and telecrystals from the syndicate beacon.") + message_admins("[N]/([N.ckey]) has received an uplink and telecrystals from the syndicate beacon.") updateUsrDialog() return diff --git a/code/game/objects/effects/alien/aliens.dm b/code/game/objects/effects/alien/aliens.dm index 8cdeb690e4..d4c5f57c66 100644 --- a/code/game/objects/effects/alien/aliens.dm +++ b/code/game/objects/effects/alien/aliens.dm @@ -10,7 +10,7 @@ */ /obj/effect/alien name = "alien thing" - desc = "theres something alien about this" + desc = "there's something alien about this" icon = 'icons/mob/alien.dmi' /* @@ -289,3 +289,8 @@ if(0 to 1) visible_message("[src.target] begins to crumble under the acid!") spawn(rand(150, 200)) tick() +<<<<<<< HEAD +======= + +//Xenomorph Effect egg removed, replaced with Structure Egg. +>>>>>>> 860fad8a75... Merge pull request #15043 from ItsSelis/spell-fixes-v2 diff --git a/code/game/objects/items/devices/holowarrant.dm b/code/game/objects/items/devices/holowarrant.dm index 37a5ade906..7c27d9f2ee 100644 --- a/code/game/objects/items/devices/holowarrant.dm +++ b/code/game/objects/items/devices/holowarrant.dm @@ -95,7 +95,7 @@ to conduct a one time lawful search of the Suspect's person/belongings/premises and/or Department
for any items and materials that could be connected to the suspected criminal act described below,
pending an investigation in progress. The Security Officer(s) are obligated to remove any and all
- such items from the Suspects posession and/or Department and file it as evidence. The Suspect/Department
+ such items from the Suspect's possession and/or Department and file it as evidence. The Suspect/Department
staff is expected to offer full co-operation. In the event of the Suspect/Department staff attempting
to resist/impede this search or flee, they must be taken into custody immediately!
All confiscated items must be filed and taken to Evidence!
@@ -113,9 +113,9 @@ /obj/item/weapon/storage/box/holowarrants // VOREStation addition starts name = "holowarrant devices" - desc = "A box of holowarrant diplays for security use." + desc = "A box of holowarrant displays for security use." /obj/item/weapon/storage/box/holowarrants/New() ..() for(var/i = 0 to 3) - new /obj/item/device/holowarrant(src) // VOREStation addition ends \ No newline at end of file + new /obj/item/device/holowarrant(src) // VOREStation addition ends diff --git a/code/game/objects/items/devices/radio/headset.dm b/code/game/objects/items/devices/radio/headset.dm index 0a73242717..6e6d6e132c 100644 --- a/code/game/objects/items/devices/radio/headset.dm +++ b/code/game/objects/items/devices/radio/headset.dm @@ -226,13 +226,13 @@ /obj/item/device/radio/headset/heads/hos name = "head of security's headset" - desc = "The headset of the hardass who protects your worthless lifes." + desc = "The headset of the hardass who protects your worthless lives." icon_state = "com_headset" ks2type = /obj/item/device/encryptionkey/heads/hos /obj/item/device/radio/headset/heads/hos/alt name = "head of security's bowman headset" - desc = "The headset of the hardass who protects your worthless lifes." + desc = "The headset of the hardass who protects your worthless lives." icon_state = "com_headset_alt" ks2type = /obj/item/device/encryptionkey/heads/hos diff --git a/code/game/objects/items/pizza_voucher_vr.dm b/code/game/objects/items/pizza_voucher_vr.dm index a4dad4720f..af7469715a 100644 --- a/code/game/objects/items/pizza_voucher_vr.dm +++ b/code/game/objects/items/pizza_voucher_vr.dm @@ -30,7 +30,7 @@ "A small bluespace rift opens just above your head and spits out a pizza box!", "You hear a fwoosh followed by a thump.") if(special_delivery) - command_announcement.Announce("SPECIAL DELIVERY PIZZA ORDER #[rand(1000,9999)]-[rand(100,999)] HAS BEEN RECIEVED. SHIPMENT DISPATCHED VIA EXTRA-POWERFUL BALLISTIC LAUNCHERS FOR IMMEDIATE DELIVERY! THANK YOU AND ENJOY YOUR PIZZA!", "WE ALWAYS DELIVER!") + command_announcement.Announce("SPECIAL DELIVERY PIZZA ORDER #[rand(1000,9999)]-[rand(100,999)] HAS BEEN RECEIVED. SHIPMENT DISPATCHED VIA EXTRA-POWERFUL BALLISTIC LAUNCHERS FOR IMMEDIATE DELIVERY! THANK YOU AND ENJOY YOUR PIZZA!", "WE ALWAYS DELIVER!") new /obj/effect/falling_effect/pizza_delivery/special(user.loc) else new /obj/effect/falling_effect/pizza_delivery(user.loc) diff --git a/code/game/objects/items/toys/mech_toys.dm b/code/game/objects/items/toys/mech_toys.dm index d2d88f4a79..ecbefb74d2 100644 --- a/code/game/objects/items/toys/mech_toys.dm +++ b/code/game/objects/items/toys/mech_toys.dm @@ -90,7 +90,7 @@ return FALSE // If the attacker_controller isn't next to the attacking toy (and doesn't have telekinesis), the battle ends. if(!in_range(attacker, attacker_controller)) - attacker_controller.visible_message(" [attacker_controller.name] seperates from [attacker], ending the battle.", \ + attacker_controller.visible_message(" [attacker_controller.name] separates from [attacker], ending the battle.", \ " You separate from [attacker], ending the battle. ") return FALSE @@ -99,13 +99,13 @@ if(opponent.incapacitated()) return FALSE if(!in_range(src, opponent)) - opponent.visible_message(" [opponent.name] seperates from [src], ending the battle.", \ + opponent.visible_message(" [opponent.name] separates from [src], ending the battle.", \ " You separate from [src], ending the battle. ") return FALSE // If it's not PVP and the attacker_controller isn't next to the defending toy (and doesn't have telekinesis), the battle ends. else if (!in_range(src, attacker_controller)) - attacker_controller.visible_message(" [attacker_controller.name] seperates from [src] and [attacker], ending the battle.", \ + attacker_controller.visible_message(" [attacker_controller.name] separates from [src] and [attacker], ending the battle.", \ " You separate [attacker] and [src], ending the battle. ") return FALSE diff --git a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm index 05ef9a7428..57a7406c82 100644 --- a/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm +++ b/code/game/objects/items/weapons/circuitboards/computer/camera_monitor.dm @@ -74,7 +74,7 @@ to_chat(user, "Circuit controls are locked.") return var/existing_networks = jointext(network,",") - var/input = sanitize(tgui_input_text(usr, "Which networks would you like to connect this camera console circuit to? Seperate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Multitool-Circuitboard interface", existing_networks)) + var/input = sanitize(tgui_input_text(usr, "Which networks would you like to connect this camera console circuit to? Separate networks with a comma. No Spaces!\nFor example: SS13,Security,Secret ", "Multitool-Circuitboard interface", existing_networks)) if(!input) to_chat(usr, "No input found please hang up and try your call again.") return diff --git a/code/game/objects/items/weapons/implants/implant_vr.dm b/code/game/objects/items/weapons/implants/implant_vr.dm index c825a108ae..ca88e3a9b9 100644 --- a/code/game/objects/items/weapons/implants/implant_vr.dm +++ b/code/game/objects/items/weapons/implants/implant_vr.dm @@ -122,7 +122,7 @@ /obj/item/weapon/implanter/sizecontrol name = "size control implant" desc = "Implant which allows to control host size via voice commands." - description_info = {"Only accessable by those who implanted the victim. Self-implanting allows everyone to change host size. The following special commands are available: + description_info = {"Only accessible by those who implanted the victim. Self-implanting allows everyone to change host size. The following special commands are available: 'Shrink' - host size decreases. 'Grow' - host size increases. 'Resize (NUMBER)' - for accurate size control. @@ -141,10 +141,10 @@ ////////////////////////////// /obj/item/weapon/implanter/compliance name = "compliance implant" - desc = "Implant which allows for implanting 'laws' or 'commands' in the host. Has a minature keyboard for typing laws into." + desc = "Implant which allows for implanting 'laws' or 'commands' in the host. Has a miniature keyboard for typing laws into." description_info = {"An implant that allows for a 'law' or 'command' to be uploaded in the implanted host. In un-modified organics, this is performed through manipulation of the nervous system and release of chemicals to ensure continued compliance. -In synthetics or modified organics, this implant uploads a virus to any compatable hardware. +In synthetics or modified organics, this implant uploads a virus to any compatible hardware. Due to the small chemical capacity of the implant, the life of the implant is relatively small, wearing off within 24 hours or sooner."} description_fluff = "Due to the illegality of these types of implants, they are often made in clandestine facilities with a complete lack of quality control \ diff --git a/code/game/objects/items/weapons/storage/uplink_kits.dm b/code/game/objects/items/weapons/storage/uplink_kits.dm index 324fb93dd8..198eeda966 100644 --- a/code/game/objects/items/weapons/storage/uplink_kits.dm +++ b/code/game/objects/items/weapons/storage/uplink_kits.dm @@ -128,7 +128,7 @@ /obj/item/weapon/storage/box/syndie_kit/imp_aug/sprinter case_type = /obj/item/weapon/implantcase/sprinter - + /obj/item/weapon/storage/box/syndie_kit/imp_aug/armblade case_type = /obj/item/weapon/implantcase/armblade @@ -146,7 +146,7 @@ /obj/item/weapon/storage/box/syndie_kit/chameleon name = "chameleon kit" - desc = "Comes with all the clothes you need to impersonate most people. Acting lessons sold seperately." + desc = "Comes with all the clothes you need to impersonate most people. Acting lessons sold separately." starts_with = list( /obj/item/weapon/storage/backpack/chameleon/full, /obj/item/weapon/gun/energy/chameleon diff --git a/code/game/objects/items/weapons/tools/wirecutters.dm b/code/game/objects/items/weapons/tools/wirecutters.dm index 84fb15e70e..035cb2300c 100644 --- a/code/game/objects/items/weapons/tools/wirecutters.dm +++ b/code/game/objects/items/weapons/tools/wirecutters.dm @@ -58,10 +58,10 @@ ..() /datum/category_item/catalogue/anomalous/precursor_a/alien_wirecutters - name = "Precursor Alpha Object - Wire Seperator" + name = "Precursor Alpha Object - Wire Separator" desc = "An object appearing to have a tool shape. It has two handles, and two \ sides which are attached to each other in the center. At the end on each side \ - is a sharp cutting edge, made from a seperate material than the rest of the \ + is a sharp cutting edge, made from a separate material than the rest of the \ tool.\

\ This tool appears to serve the same purpose as conventional wirecutters, due \ diff --git a/code/game/objects/structures/props/blackbox.dm b/code/game/objects/structures/props/blackbox.dm index 5581d2cc52..7aedb3ff0c 100644 --- a/code/game/objects/structures/props/blackbox.dm +++ b/code/game/objects/structures/props/blackbox.dm @@ -34,7 +34,7 @@ Captain Willis 06:13:15: (Expletives), I'm turning us around. Put out a distress call to Control, we'll be back in Sif orbit in a couple of minutes.
**
- V.I.S Traffic Control 06:15:49: MBT-540 we are recieving you. Your atmospheric sensors are reading potentially harmful toxins in your cargo bay. Advise locking down interior cargo bay doors. Please stand by.
+ V.I.S Traffic Control 06:15:49: MBT-540 we are receiving you. Your atmospheric sensors are reading potentially harmful toxins in your cargo bay. Advise locking down interior cargo bay doors. Please stand by.
Captain Adisu 06:16:10: Understood.
**
V.I.S Traffic Control 06:27:02: MBT-540, we have no docking bays available at this time, are you equipped for atmospheric re-entry?
Captain Willis 06:27:12: We-We are shielded. But we have fuel and air for-
V.I.S Traffic Control 06:27:17: Please make an emergency landing at the coordinates provided and standby for further information.
@@ -172,7 +172,7 @@ END LOG

CATALOGUER VOICE RECOGNITION RESULTS:
- No match found for either speaker, but contextual clues and use of Old Earth russian (\'brat\', approximately \'brother\' or \'pal\') suggests out-of-sector criminal elements. + No match found for either speaker, but contextual clues and use of Old Earth Russian (\'brat\', approximately \'brother\' or \'pal\') suggests out-of-sector criminal elements. "} /obj/structure/prop/blackbox/gecko_wreck diff --git a/code/game/objects/structures/salvageable.dm b/code/game/objects/structures/salvageable.dm index 95dd89161c..0689df880a 100644 --- a/code/game/objects/structures/salvageable.dm +++ b/code/game/objects/structures/salvageable.dm @@ -1,5 +1,5 @@ /obj/structure/salvageable - name = "broken macninery" + name = "broken machinery" desc = "Broken beyond repair, but looks like you can still salvage something from this if you had a prying implement." icon = 'icons/obj/salvageable.dmi' density = TRUE @@ -400,3 +400,33 @@ /obj/item/weapon/computer_hardware/card_slot = 40, /obj/item/weapon/computer_hardware/network_card/advanced = 40 ) +<<<<<<< HEAD +======= + + +/obj/structure/salvageable/slotmachine1 + name = "broken slot machine" + icon_state = "slot1" + salvageable_parts = list( + /obj/item/stack/cable_coil{amount = 5} = 90, + /obj/item/weapon/stock_parts/console_screen = 90, + /obj/item/stack/cable_coil{amount = 5} = 90, + /obj/item/stack/material/glass{amount = 5} = 90, + /obj/item/weapon/stock_parts/capacitor = 60, + /obj/item/weapon/stock_parts/capacitor = 60, + /obj/item/weapon/computer_hardware/network_card/advanced = 40 + ) + +/obj/structure/salvageable/slotmachine2 + name = "broken slot machine" + icon_state = "slot2" + salvageable_parts = list( + /obj/item/stack/cable_coil{amount = 5} = 90, + /obj/item/weapon/stock_parts/console_screen = 90, + /obj/item/stack/cable_coil{amount = 5} = 90, + /obj/item/stack/material/glass{amount = 5} = 90, + /obj/item/weapon/stock_parts/capacitor = 60, + /obj/item/weapon/stock_parts/capacitor = 60, + /obj/item/weapon/computer_hardware/network_card/advanced = 40 + ) +>>>>>>> 860fad8a75... Merge pull request #15043 from ItsSelis/spell-fixes-v2 diff --git a/code/game/objects/structures/signs.dm b/code/game/objects/structures/signs.dm index 99f2626aa8..67715dfbe1 100644 --- a/code/game/objects/structures/signs.dm +++ b/code/game/objects/structures/signs.dm @@ -1853,7 +1853,7 @@ /obj/structure/sign/flag/fivearrows name = "Five Arrows flag" desc = "The red flag of the Five Arrows." - description_fluff = "The Five Arrows is an independent government entity that seceded from the Solar Confederate Government in 2570, in response to percieved \ + description_fluff = "The Five Arrows is an independent government entity that seceded from the Solar Confederate Government in 2570, in response to perceived \ failures in aiding the Sagittarius Heights during the Skathari Incursion. The success of the government in achieving effective local defense and prosperity has \ since attracted the membership of Kauq'xum, a remote Skrellian colony. \The Five Arrows formed the model for SolGov's own semi-autonomous \"Regional Blocs\"." icon_state = "fivearrows" @@ -1868,7 +1868,7 @@ /obj/item/flag/fivearrows name = "Five Arrows flag" desc = "The red flag of the Five Arrows." - description_fluff = "The Five Arrows is an independent government entity that seceded from the Solar Confederate Government in 2570, in response to percieved \ + description_fluff = "The Five Arrows is an independent government entity that seceded from the Solar Confederate Government in 2570, in response to perceived \ failures in aiding the Sagittarius Heights during the Skathari Incursion. The success of the government in achieving effective local defense and prosperity has \ since attracted the membership of Kauq'xum, a remote Skrellian colony. \The Five Arrows formed the model for SolGov's own semi-autonomous \"Regional Blocs\"." flag_path = "fivearrows" diff --git a/code/game/turfs/simulated/angled_walls_and_doors_department_colors.dm b/code/game/turfs/simulated/angled_walls_and_doors_department_colors.dm index 84f762944a..d2ea874a81 100644 --- a/code/game/turfs/simulated/angled_walls_and_doors_department_colors.dm +++ b/code/game/turfs/simulated/angled_walls_and_doors_department_colors.dm @@ -1,57 +1,57 @@ /turf/simulated/wall/bay/steel - desc = "It has a steel stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a steel stripe! A huge chunk of metal used to separate rooms." stripe_color = "#3d5e80" /turf/simulated/wall/bay/red - desc = "It has a red stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a red stripe! A huge chunk of metal used to separate rooms." stripe_color = "#8c1d11" /turf/simulated/wall/bay/brown - desc = "It has a brown stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a brown stripe! A huge chunk of metal used to separate rooms." stripe_color = "#785134" /turf/simulated/wall/bay/purple - desc = "It has a purple stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a purple stripe! A huge chunk of metal used to separate rooms." stripe_color = "#5a19a8" /turf/simulated/wall/bay/blue - desc = "It has a blue stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a blue stripe! A huge chunk of metal used to separate rooms." stripe_color = "#2e2aa1" /turf/simulated/wall/bay/orange - desc = "It has a orange stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a orange stripe! A huge chunk of metal used to separate rooms." stripe_color = "#e6ab22" /turf/simulated/wall/bay/white - desc = "It has a white stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a white stripe! A huge chunk of metal used to separate rooms." stripe_color = "#ffffff" /turf/simulated/wall/bay/black - desc = "It has a black stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a black stripe! A huge chunk of metal used to separate rooms." stripe_color = "#2e2e2e" /turf/simulated/wall/bay/green - desc = "It has a green stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a green stripe! A huge chunk of metal used to separate rooms." stripe_color = "#00ab03" /////R-Wall /turf/simulated/wall/bay/r_wall/steel - desc = "It has a steel stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a steel stripe! A huge chunk of metal used to separate rooms." stripe_color = "#3d5e80" /turf/simulated/wall/bay/r_wall/red - desc = "It has a red stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a red stripe! A huge chunk of metal used to separate rooms." stripe_color = "#8c1d11" /turf/simulated/wall/bay/r_wall/brown - desc = "It has a brown stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a brown stripe! A huge chunk of metal used to separate rooms." stripe_color = "#785134" /turf/simulated/wall/bay/r_wall/purple - desc = "It has a purple stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a purple stripe! A huge chunk of metal used to separate rooms." stripe_color = "#5a19a8" /turf/simulated/wall/bay/r_wall/blue - desc = "It has a blue stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a blue stripe! A huge chunk of metal used to separate rooms." stripe_color = "#2e2aa1" /turf/simulated/wall/bay/r_wall/orange - desc = "It has a orange stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a orange stripe! A huge chunk of metal used to separate rooms." stripe_color = "#e6ab22" /turf/simulated/wall/bay/r_wall/white - desc = "It has a white stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a white stripe! A huge chunk of metal used to separate rooms." stripe_color = "#ffffff" /turf/simulated/wall/bay/r_wall/black - desc = "It has a black stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a black stripe! A huge chunk of metal used to separate rooms." stripe_color = "#2e2e2e" /turf/simulated/wall/bay/r_wall/green - desc = "It has a green stripe! A huge chunk of metal used to seperate rooms." + desc = "It has a green stripe! A huge chunk of metal used to separate rooms." stripe_color = "#00ab03" /////Low wall /obj/structure/low_wall/bay/steel diff --git a/code/game/turfs/simulated/walls.dm b/code/game/turfs/simulated/walls.dm index e90a758eed..0c34354acc 100644 --- a/code/game/turfs/simulated/walls.dm +++ b/code/game/turfs/simulated/walls.dm @@ -1,6 +1,6 @@ /turf/simulated/wall name = "wall" - desc = "A huge chunk of metal used to seperate rooms." + desc = "A huge chunk of metal used to separate rooms." icon = 'icons/turf/wall_masks.dmi' icon_state = "generic" opacity = 1 diff --git a/code/modules/admin/admin_report.dm b/code/modules/admin/admin_report.dm index 33339429cf..e0c38345e5 100644 --- a/code/modules/admin/admin_report.dm +++ b/code/modules/admin/admin_report.dm @@ -105,7 +105,7 @@ world/New() continue output += "Reported player: [N.offender_key](CID: [N.offender_cid])
" output += "Offense:[N.body]
" - output += "Occured at [time2text(N.date,"MM/DD hh:mm:ss")]
" + output += "Occurred at [time2text(N.date,"MM/DD hh:mm:ss")]
" output += "authored by [N.author]
" output += " Flag as Handled" if(src.key == N.author) @@ -150,7 +150,7 @@ world/New() if(N.ID == ID) found = N if(!found) - to_chat(src, "* An error occured, sorry.") + to_chat(src, "* An error occurred, sorry.") found.done = 1 @@ -172,7 +172,7 @@ world/New() if(N.ID == ID) found = N if(!found) - to_chat(src, "* An error occured, sorry.") + to_chat(src, "* An error occurred, sorry.") var/body = tgui_input_text(src.mob, "Enter a body for the news", "Body", multiline = TRUE, prevent_enter = TRUE) if(!body) return diff --git a/code/modules/admin/verbs/buildmode.dm b/code/modules/admin/verbs/buildmode.dm index a17cc093e8..4a06c79f26 100644 --- a/code/modules/admin/verbs/buildmode.dm +++ b/code/modules/admin/verbs/buildmode.dm @@ -167,7 +167,7 @@ Right Mouse Button + shift on any mob = Command selected mobs to follow mob regardless of faction
\ Note: The following also reset the mob's home position:
\ Right Mouse Button on tile = Command selected mobs to move to tile (will cancel if enemies are seen)
\ - Right Mouse Button + shift on tile = Command selected mobs to reposition to tile (will not be inturrupted by enemies)
\ + Right Mouse Button + shift on tile = Command selected mobs to reposition to tile (will not be interrupted by enemies)
\ Right Mouse Button + alt on obj/turfs = Command selected mobs to attack obj/turf
\ ***********************************************************") return 1 diff --git a/code/modules/ai/ai_holder.dm b/code/modules/ai/ai_holder.dm index 4b913c1d49..20cbf4ad6d 100644 --- a/code/modules/ai/ai_holder.dm +++ b/code/modules/ai/ai_holder.dm @@ -459,11 +459,11 @@ walk_to_target() if(STANCE_MOVE) if(hostile && find_target()) // This will switch its stance. - ai_log("handle_stance_strategical() : STANCE_MOVE, found target and was inturrupted.", AI_LOG_TRACE) + ai_log("handle_stance_strategical() : STANCE_MOVE, found target and was interrupted.", AI_LOG_TRACE) return if(STANCE_FOLLOW) if(hostile && find_target()) // This will switch its stance. - ai_log("handle_stance_strategical() : STANCE_FOLLOW, found target and was inturrupted.", AI_LOG_TRACE) + ai_log("handle_stance_strategical() : STANCE_FOLLOW, found target and was interrupted.", AI_LOG_TRACE) return else if(leader) ai_log("handle_stance_strategical() : STANCE_FOLLOW, going to calculate_path([leader]).", AI_LOG_TRACE) diff --git a/code/modules/blob2/overmind/types/fabrication_swarm.dm b/code/modules/blob2/overmind/types/fabrication_swarm.dm index 7e267558d9..10a69cb301 100644 --- a/code/modules/blob2/overmind/types/fabrication_swarm.dm +++ b/code/modules/blob2/overmind/types/fabrication_swarm.dm @@ -2,7 +2,7 @@ /datum/blob_type/fabrication_swarm name = "iron tide" desc = "A swarm of self replicating construction nanites. Incredibly illegal, but only mildly dangerous." - effect_desc = "Slow-spreading, but incredibly resiliant. It has a chance to harden itself against attacks automatically for no resource cost, and uses cheaply-constructed hivebots as soldiers." + effect_desc = "Slow-spreading, but incredibly resilient. It has a chance to harden itself against attacks automatically for no resource cost, and uses cheaply-constructed hivebots as soldiers." ai_desc = "defensive" difficulty = BLOB_DIFFICULTY_MEDIUM // Emitters are okay, EMP is great. color = "#666666" @@ -41,4 +41,4 @@ if(L.stat != DEAD && L.isSynthetic()) L.adjustBruteLoss(-1) L.adjustFireLoss(-1) - return \ No newline at end of file + return diff --git a/code/modules/busy_space_vr/organizations.dm b/code/modules/busy_space_vr/organizations.dm index 54db65a3c8..0008df7c63 100644 --- a/code/modules/busy_space_vr/organizations.dm +++ b/code/modules/busy_space_vr/organizations.dm @@ -219,7 +219,7 @@ "Finlay","Onasilos","Makropolus","Surt","Boinayel", "Eyeke","Cayahuanca","Hamarik","Abol","Hiisi", "Belisama","Mintome","Neri","Toge","Iolaus", - "Koyopa","Independance","Ixbalanque","Magor","Fold", + "Koyopa","Independence","Ixbalanque","Magor","Fold", "Santamasa","Noifasui","Kavian","Babylonia","Bran", "Alef","Lete","Chura","Wadirum","Buru", "Umbaasaa","Vytis","Peitruss","Trimobe","Baiduri", diff --git a/code/modules/casino/boxes_casino.dm b/code/modules/casino/boxes_casino.dm index 3b4c548056..136ff9ba03 100644 --- a/code/modules/casino/boxes_casino.dm +++ b/code/modules/casino/boxes_casino.dm @@ -1,6 +1,6 @@ /obj/item/weapon/storage/box/casino name = "prize box" - desc = "It's a lovely golden tinted cardboard box, maybe theres something valuable inside?" + desc = "It's a lovely golden tinted cardboard box, maybe there's something valuable inside?" icon = 'icons/obj/casino.dmi' icon_state = "casino_box" @@ -91,4 +91,4 @@ /obj/item/roulette_ball/cheat/black, /obj/item/roulette_ball/cheat/zeros, /obj/item/roulette_ball/cheat/odd, - /obj/item/roulette_ball/cheat/even) \ No newline at end of file + /obj/item/roulette_ball/cheat/even) diff --git a/code/modules/casino/casino_book.dm b/code/modules/casino/casino_book.dm index f02a53abd0..84cd8197ee 100644 --- a/code/modules/casino/casino_book.dm +++ b/code/modules/casino/casino_book.dm @@ -45,7 +45,7 @@ The values of cards are as follow: A game of blackjack begins with the dealer giving the gambler two cards, in normal blackjack all cards dealt to gambler and dealer are always shown. The two cards dealt have their values put together, the gambler has three choices, stand, hit, or double down. @@ -60,17 +60,17 @@
  • Hard 17 - They dealer must stop if they get a value of 17.
  • The casino who supplies this version of the manual follows the rule of hard 17.
    - The game ends when the dealer busts, reaches the threshold of what they are allowed to draw, or if they get a higher value than the gambler. Again, the one who has the highest value that isnt higher than 21 wins, but if both has the same value no one wins and the bet goes back to the gambler.
    - And thats it! Now go out there and gamble your savings away! This casino allows bets between 5 and 50 with double down ignoring that limit!

    + The game ends when the dealer busts, reaches the threshold of what they are allowed to draw, or if they get a higher value than the gambler. Again, the one who has the highest value that isn't higher than 21 wins, but if both has the same value no one wins and the bet goes back to the gambler.
    + And that's it! Now go out there and gamble your savings away! This casino allows bets between 5 and 50 with double down ignoring that limit!

    - But wait! Theres more! Theres also group blackjack! This game is a little different, the dealer can be part of it or simple deal for players, this game works differently with everyone keeping their hands hidden, everyone makes initial bets, gets two facedown cards, then its a matter of trying to get as good a hand as possible, but if you go bust, its over. But dont tell or show until everyone reveals! If youre going down, its best if youre opponents dont know they simply can play safe and win, if youre lucky everyone else gets themselves busted and you dont lose your beloved chips!
    - Its kinda like texas hold em in a way, everyone draws, folks can raise bets or fold, then draw more. Rinse and repeat until no one wants to raise any more nor draw cards, if everyone except one person has folded, they win by default even if they have busted, cause they dont need to reveal their hand that game, so you can choose to either sit and wait and fold if someone raise the bets, or you can gamble and make it look like you have an amazing hand and win by default since everyone else folds and no one is wise that you had a bust! This game has turned from simple probability and chance against the dealer to a game of risk and deception, fun fun fun! + But wait! There's more! There's also group blackjack! This game is a little different, the dealer can be part of it or simple deal for players, this game works differently with everyone keeping their hands hidden, everyone makes initial bets, gets two facedown cards, then its a matter of trying to get as good a hand as possible, but if you go bust, its over. But don't tell or show until everyone reveals! If your going down, its best if your opponents don't know they simply can play safe and win, if you're lucky everyone else gets themselves busted and you don't lose your beloved chips!
    + Its kinda like Texas hold em in a way, everyone draws, folks can raise bets or fold, then draw more. Rinse and repeat until no one wants to raise any more nor draw cards, if everyone except one person has folded, they win by default even if they have busted, cause they don't need to reveal their hand that game, so you can choose to either sit and wait and fold if someone raise the bets, or you can gamble and make it look like you have an amazing hand and win by default since everyone else folds and no one is wise that you had a bust! This game has turned from simple probability and chance against the dealer to a game of risk and deception, fun fun fun!

    Roulette

    So this game of roulette is all about chance! what happens is that people bet on different odds and hope for the best as the dealer rolls the ball and makes that roulette thingy make than fun addicting spin! Once it lands on a number between 0 and 36 its either bust or payout! Pretty simple, right?
    Everyone starts by putting their bets down, people can bet more than once before the ball goes rolling, the odds and their payoffs are these: - Theres not much more to it! Bets made, ball rolls, number announced, people win, people lose! Bets allowed here are from 1 to 25 per bet. Oh, im also being told this casino has the fancy rule that if ball lands on 0, one wins at least one bet no matter what it is! So lets hope you got that big bet on a single number! + There's not much more to it! Bets made, ball rolls, number announced, people win, people lose! Bets allowed here are from 1 to 25 per bet. Oh, I'm also being told this casino has the fancy rule that if ball lands on 0, one wins at least one bet no matter what it is! So lets hope you got that big bet on a single number!

    Poker

    - Aaah yes, good old poker. This casino runs by the rules of texas hold em, though the might be a little modified to be simpler for the average joe. In a game of poker it can be a single gambler and a dealer against each other, but most often its the dealer making the game proceed while several gamblers fights tooth and nail to steal each others chips, but the dealer can still join in on the free for all if they so wish!
    + Aaah yes, good old poker. This casino runs by the rules of Texas hold em, though the might be a little modified to be simpler for the average joe. In a game of poker it can be a single gambler and a dealer against each other, but most often its the dealer making the game proceed while several gamblers fights tooth and nail to steal each others chips, but the dealer can still join in on the free for all if they so wish!
    To simply explain the game, people gamble with each other, a game of trying to get the best hand and raise bets or back out depending on what the outcome may be. The game starts with everyone betting a certain amount, it can be 5 or 10 chips depending on dealer, but if one wants to join, there needs to be chips on that table! Once everyone has made their initial bet, everyone gets two cards face down, these are kept hidden, no one not even dealer gets to see players cards until the end, not even folded cards are to be shown unless wanted to, sometimes its better making people unsure if you dropped out with bad cards or if you have other motives, deception is a large part of this game!
    - With everyone having cards dealt, its time for the dealer to lay three on the table face up, these cards are 3 of 5 cards in the community pool, everyone can use these cards to make sets like pairs and such, this doesnt mean they are taken, multiple people can use the same community card for their own sets!
    - With the community having three we enter the second betting stage, here people have two options, standing or raising. Standing means you dont want to raise, raising explains itself, though if someone bets, people have three options, commit putting the chips in to risk as much as the raised bet, but if one doesnt have enough, then they can still go all in with their remaining chips, one can also drop out if its too risky, the chips bet will remain on the table, but at least you wont lose more eh? Final one is to raise further, sometimes people can dare each other to raise more, but its not allowed for someone to raise, then raise further if no one else raises after them!
    + With everyone having cards dealt, its time for the dealer to lay three on the table face up, these cards are 3 of 5 cards in the community pool, everyone can use these cards to make sets like pairs and such, this doesn't mean they are taken, multiple people can use the same community card for their own sets!
    + With the community having three we enter the second betting stage, here people have two options, standing or raising. Standing means you don't want to raise, raising explains itself, though if someone bets, people have three options, commit putting the chips in to risk as much as the raised bet, but if one doesn't have enough, then they can still go all in with their remaining chips, one can also drop out if its too risky, the chips bet will remain on the table, but at least you wont lose more eh? Final one is to raise further, sometimes people can dare each other to raise more, but its not allowed for someone to raise, then raise further if no one else raises after them!
    As said earlier, we got like a community pool of 5 cards total, this time another card is revealed and we enter a new betting phase, then the final fifth card is revealed and final bets are made, and then the cards are revealed so it can be determined who has the best hand! If two or more have equally good sets, then the chips are split evenly between them.
    - But notice, if someone is left because everyone else didnt dare to raise with their bet, they can decide to not reveal their hand, they might have had a winning hand, or maybe its terrible and they just bluffed their way to victory, only they know and can decide if they want to expose their cards to gloat or confuse their opponents. So in summary, the game can be simple, but hard to master!

    + But notice, if someone is left because everyone else didn't dare to raise with their bet, they can decide to not reveal their hand, they might have had a winning hand, or maybe its terrible and they just bluffed their way to victory, only they know and can decide if they want to expose their cards to gloat or confuse their opponents. So in summary, the game can be simple, but hard to master!

    And here is the order of winning hands folks! - Wew, what a long lesson, but thats how one does the Texas hold em here at this casino, hope you guys have fun winning and losing your hard earned cash with this one! + Wew, what a long lesson, but that's how one does the Texas hold em here at this casino, hope you guys have fun winning and losing your hard earned cash with this one!

    Cards against the galaxy

    So hear this, NT is now sponsoring team building at the casino, so folks who wants to just relax with friends, play some games, earn chips with no risk, even the ones broke can join in on a fun game of Cards against the galaxy and have fun!
    The idea is that once a round has concluded and a casino member is present to see the game being actually played, everyone gets 10 chips while the one who won the round gets 25 instead! Interested? Good! Its easy and simple to play and very fun and vulgar!

    - The game is best played with at least 4 players and starts with everyone drawing 7 white cards, the person who most recently pooped starts as the 'card czar', but folks can agree on another criteria for the czar or simply pick one. Each round the current card czar draws a black card that has text written on it and blank lines, everyone aside from the czar takes a white card from their hand for every blank line which they find funny in that sentence and puts on the table face down with the others. The card czar cant know who has which white card and simply reads the black card with the white ones, the most funniest combination is choosen by the czar and the one who made that combination is the current rounds winner and the next rounds czar. At the end of each round everyone makes sure to draw enough white card to have 7 on hand and if theres a casino staff member playing or watching, they note down or hand out chips for everyone, and if they are playing, they get to add chips to their own personal stockpile too!
    - Thats it for cards against the galaxy! Simple, fun and vulgar, whats there not to love? + The game is best played with at least 4 players and starts with everyone drawing 7 white cards, the person who most recently pooped starts as the 'card czar', but folks can agree on another criteria for the czar or simply pick one. Each round the current card czar draws a black card that has text written on it and blank lines, everyone aside from the czar takes a white card from their hand for every blank line which they find funny in that sentence and puts on the table face down with the others. The card czar cant know who has which white card and simply reads the black card with the white ones, the most funniest combination is chosen by the czar and the one who made that combination is the current rounds winner and the next rounds czar. At the end of each round everyone makes sure to draw enough white card to have 7 on hand and if there's a casino staff member playing or watching, they note down or hand out chips for everyone, and if they are playing, they get to add chips to their own personal stockpile too!
    + That's it for cards against the galaxy! Simple, fun and vulgar, what's there not to love?

    Prizes

    - Hey folks, welcome to the prize section! This part is definently important for you folks operating the prize booth! First off I wanna tell you some great news! Nanotransen has gone along with a nice deal that allows crew to occasionally keep their hard earned rewards on station for a limited time, now you can enjoy your new fancy toolbelt or bluespace beaker for more than just the shift where the casino comes around!
    + Hey folks, welcome to the prize section! This part is definitely important for you folks operating the prize booth! First off I wanna tell you some great news! Nanotransen has gone along with a nice deal that allows crew to occasionally keep their hard earned rewards on station for a limited time, now you can enjoy your new fancy toolbelt or bluespace beaker for more than just the shift where the casino comes around!
    ((Be aware, there can be limitations on how many rewards you get to keep after the shift, it might be unfair if some shows up and wins one thing, while they watch as command staff crew with high background income as well as hyperactive miners walks home with 20 prizes they get to enjoy while having almost done no gambling at all.))

    Lets get to the prizes and exchange rate before we get started on the stuff specifically for the booth operators, so heres the current prizes one can win and their costs! Be aware there might be new prizes or absent ones from time to time!
    @@ -127,9 +127,9 @@ This section was outdated, someone better write it. - Thats it for prizes!

    + That's it for prizes!

    - Now comes the part for the both operators, you got a very important job, it has a lot of responsibility, so it means that you gotta put that first before your own fun, cause unless you do it, a lot of folks are gonna be left sad and dissappointed they cant get any goodies! But the process is simple and can be quick, someone comes to you, they want some chips, or thalers back or a prize, you simply check this nice guide above to determine cost and ask for the amount of thalers or chips needed, if its a prize, then you follow this procedure: + Now comes the part for the both operators, you got a very important job, it has a lot of responsibility, so it means that you gotta put that first before your own fun, cause unless you do it, a lot of folks are gonna be left sad and disappointed they cant get any goodies! But the process is simple and can be quick, someone comes to you, they want some chips, or thalers back or a prize, you simply check this nice guide above to determine cost and ask for the amount of thalers or chips needed, if its a prize, then you follow this procedure:
    1. First get the thalers or chips for payment.
    2. Before giving the prize you take out your prize winner folder and a piece of paper, this paper will be named after the one getting the reward and will have further prizes noted down into it, so make sure its safe in that folder!
    3. @@ -137,18 +137,18 @@
    4. Once written down, you just put the paper back in the folder and hand over the prize!
    ((When shift is nearing its end you pray to staff or DM the one responsible for the event, they will get the folder and copy paste all the reward info before shift is over and ensure people get their rewards. This is a very important job and we understand it might not be so fun being restricted during an event, but just like the rest of volunteer staff, you get rewarded with guaranteed prizes to enjoy after the shift for being a big help!))
    - ((This gets to the sour part, cheating and giving others and yourself free prizes and/or chips is absolutely forbidden, this has OOC consequences and will likely blacklist you from being important roles in future events. Though dont fear getting punished even if you havent done anything wrong, we will rather let cheaters slip than let honest players get wrongfully punished!)) + ((This gets to the sour part, cheating and giving others and yourself free prizes and/or chips is absolutely forbidden, this has OOC consequences and will likely blacklist you from being important roles in future events. Though don't fear getting punished even if you haven't done anything wrong, we will rather let cheaters slip than let honest players get wrongfully punished!))

    Sentient prizes

    Goodness me this is quite the casino huh? Who would have thought one could win other people as a prize? Well you can do just about anything you want with them! Be it just company, some less children friendly company, heck you can even eat them or make them eat you! The options and possibilities are quite frankly limitless!
    Now you might ask, how does one get these fancy prizes? Well they can be obtained by checking in at the exchange both and see the list of prizes, there might be none, there might be many, it depends on volunteers and losers! This brings us first to volunteers and then to losers!
    Volunteering is simple! Anyone can walk up to the booth and ask to be a sentient prize, what this means is that you get a nice sum of 150 chips for you to do whatever you want, but someone might come at any point and claim you!
    - Losers are obtained differently, if youre completly busted and have nothing left, you become a prize that the one you lost to can do whatever they want with, this means both gamblers and dealers can end up as a prize, though if for whatever reason you dont become their prize, you get added to the list for someone else to enjoy. Becoming a prize means you also get 100 chips in compensation!
    + Losers are obtained differently, if you're completely busted and have nothing left, you become a prize that the one you lost to can do whatever they want with, this means both gamblers and dealers can end up as a prize, though if for whatever reason you don't become their prize, you get added to the list for someone else to enjoy. Becoming a prize means you also get 100 chips in compensation!
    - Now hear this! The casino has decided that to spice things up, folks can bet themselves at any time and arent already a prize on the list! Doesnt matter if youre rich or broke, playing blackjack or roulette, you can bet yourself in any game and youre worth 250 chips! But be careful, cause if you lose, youre the winners prize! They can keep you, give you to someone else. or to the prize booth and get the chips you would have gotten as volunteer! But if given to the booth, the winner cant buy their prize back for the lower cost!

    + Now hear this! The casino has decided that to spice things up, folks can bet themselves at any time and aren't already a prize on the list! Doesn't matter if you're rich or broke, playing blackjack or roulette, you can bet yourself in any game and you're worth 250 chips! But be careful, cause if you lose, you're the winners prize! They can keep you, give you to someone else. or to the prize booth and get the chips you would have gotten as volunteer! But if given to the booth, the winner cant buy their prize back for the lower cost!

    - ((Sour part again, but very important. These sentient prizes can be fun, but one thing always dictates how these things goes down, preferences and ooc wants. If preferences dont line up and people dont agree to do winner/loser scene it becomes sentient prize on list. And someone cant win a prize if the prize ooc doesnt want to do what the winner wants to do. We still wish people to try and reach out and try things with new people and/or new things they are comfortable doing, but never shall anyone be forced into a situation they dont want!)) + ((Sour part again, but very important. These sentient prizes can be fun, but one thing always dictates how these things goes down, preferences and ooc wants. If preferences don't line up and people don't agree to do winner/loser scene it becomes sentient prize on list. And someone cant win a prize if the prize ooc doesn't want to do what the winner wants to do. We still wish people to try and reach out and try things with new people and/or new things they are comfortable doing, but never shall anyone be forced into a situation they don't want!)) - "} \ No newline at end of file + "} diff --git a/code/modules/casino/casino_prize_vendor.dm b/code/modules/casino/casino_prize_vendor.dm new file mode 100644 index 0000000000..6bf70bb763 --- /dev/null +++ b/code/modules/casino/casino_prize_vendor.dm @@ -0,0 +1,351 @@ + +//Original Casino Code created by Shadowfire117#1269 - Ported from CHOMPstation +//Modified by GhostActual#2055 for use with VOREstation + +// Use this define to register a prize! +// * n - The proper name of the purchasable +// * o - The object type path of the purchasable to spawn +// * r - The amount to dispense +// * p - The price of the purchasable in chips +// * l - The restriction of the item +#define CASINO_PRIZE(n, o, r, p, l) n = new /datum/data/casino_prize(n, o, r, p, l) + +/datum/data/casino_prize + var/equipment_path = null + var/equipment_amt = 1 + var/cost = 0 + var/category = null + var/restriction = null + +/datum/data/casino_prize/New(name, path, amt, cost, restriction) + src.name = name + src.equipment_path = path + src.equipment_amt = amt + src.cost = cost + src.category = category + src.restriction = restriction + +/obj/machinery/casino_prize_dispenser + name = "Casino Prize Exchanger" + desc = "Exchange your chips to obtain wonderful prizes! Hoepfully you'll get to keep some of them for a while." + icon = 'icons/obj/casino.dmi' + icon_state ="casino_prize_dispenser" + var/icon_vend ="casino_prize_dispenser-vend" + anchored = 1 + density = 1 + opacity = 0 + var/list/item_list + + clicksound = "button" + var/vending_sound = "machines/vending/vending_drop.ogg" + + // Power + use_power = USE_POWER_IDLE + idle_power_usage = 10 + var/vend_power_usage = 150 //actuators and stuff + + // Vending-related + var/datum/data/casino_prize/currently_vending = null // What we're requesting payment for right now + var/list/log = list() //Log only SS13 staff is allowed to look at, CKEYS are listed here for record keeping of prizes and players for events! + + var/category_weapons = 2 //For listing categories, if false then prizes of this categories cant be obtained nor bought for post-shift enjoyment + var/category_gear = 2 //If 1 prizes will be only logged + var/category_clothing = 2 //If 2 prizes will both be logged and spawned + var/category_misc = 2 + var/category_drinks = 2 + var/category_implants = 1 + var/category_event = 1 //For special events, holidays, etc + +/obj/machinery/casino_prize_dispenser/Initialize() + . = ..() + power_change() + + item_list = list() + item_list["Weapons"] = list( + CASINO_PRIZE("Scepter", /obj/item/weapon/scepter, 1, 2500, "weapons"), + CASINO_PRIZE("Rapier", /obj/item/weapon/melee/rapier, 1, 3000, "weapons"), + CASINO_PRIZE("Chain of Command", /obj/item/weapon/melee/chainofcommand, 1, 1250, "weapons"), + CASINO_PRIZE("Golden Bat", /obj/item/weapon/material/twohanded/baseballbat/gold, 1, 1000, "weapons"), + CASINO_PRIZE("Size Gun", /obj/item/weapon/gun/energy/sizegun, 1, 1500, "weapons"), + CASINO_PRIZE("Gradual Size Gun", /obj/item/device/slow_sizegun, 1, 1500, "weapons"), + CASINO_PRIZE("Metamorphosis Ray", /obj/item/weapon/gun/energy/mouseray/metamorphosis, 1, 6000, "weapons"), + CASINO_PRIZE("Net Gun", /obj/item/weapon/gun/energy/netgun, 1, 3000, "weapons"), + ) + item_list["Gear"] = list( + CASINO_PRIZE("Experimental Welder", /obj/item/weapon/weldingtool/experimental, 1, 500, "gear"), + CASINO_PRIZE("Chemsprayer", /obj/item/weapon/reagent_containers/spray/chemsprayer, 1, 1250, "gear"), + CASINO_PRIZE("Bluespace Beaker", /obj/item/weapon/reagent_containers/glass/beaker/bluespace, 1, 1000, "gear"), + CASINO_PRIZE("Cryo Beaker", /obj/item/weapon/reagent_containers/glass/beaker/noreact, 1, 1000, "gear"), + CASINO_PRIZE("Golden Pickaxe", /obj/item/weapon/pickaxe/gold, 1, 1000, "gear"), + ) + item_list["Clothing"] = list( + CASINO_PRIZE("Shark mask", /obj/item/clothing/mask/shark, 1, 250, "clothing"), + CASINO_PRIZE("Pig mask", /obj/item/clothing/mask/pig, 1, 250, "clothing"), + CASINO_PRIZE("Luchador mask", /obj/item/clothing/mask/luchador, 1, 250, "clothing"), + CASINO_PRIZE("Horse mask", /obj/item/clothing/mask/horsehead, 1, 250, "clothing"), + CASINO_PRIZE("Goblin mask", /obj/item/clothing/mask/goblin, 1, 250, "clothing"), + CASINO_PRIZE("Fake moustache", /obj/item/clothing/mask/fakemoustache, 1, 250, "clothing"), + CASINO_PRIZE("Dolphin mask", /obj/item/clothing/mask/dolphin, 1, 250, "clothing"), + CASINO_PRIZE("Demon mask", /obj/item/clothing/mask/demon, 1, 250, "clothing"), + CASINO_PRIZE("Chameleon mask", /obj/item/clothing/under/chameleon, 1, 1000, "clothing"), + CASINO_PRIZE("Chameleon tie", /obj/item/clothing/accessory/chameleon, 1, 750, "clothing"), + CASINO_PRIZE("Ian costume", /obj/item/clothing/suit/storage/hooded/costume/ian, 1, 250, "clothing"), + CASINO_PRIZE("Carp costume", /obj/item/clothing/suit/storage/hooded/costume/carp, 1, 250, "clothing"), + CASINO_PRIZE("Plague doctor costume", /obj/item/weapon/storage/box/casino/costume_plaguedoctor, 1, 500, "clothing"), + CASINO_PRIZE("Wizard costume", /obj/item/weapon/storage/box/casino/costume_wizard, 1, 500, "clothing"), + CASINO_PRIZE("Pirate costume", /obj/item/weapon/storage/box/casino/costume_pirate, 1, 500, "clothing"), + CASINO_PRIZE("Commie costume", /obj/item/weapon/storage/box/casino/costume_commie, 1, 500, "clothing"), + CASINO_PRIZE("Marine costume", /obj/item/weapon/storage/box/casino/costume_marine, 1, 500, "clothing"), + CASINO_PRIZE("Cowboy costume", /obj/item/weapon/storage/box/casino/costume_cowboy, 1, 500, "clothing"), + CASINO_PRIZE("Golden Collar", /obj/item/clothing/accessory/collar/gold, 1, 250, "clothing"), + CASINO_PRIZE("Decorative Casino Sentient Prize Collar", /obj/item/clothing/accessory/collar/casinosentientprize_fake, 1, 100, "clothing"), + ) + item_list["Donk Soft"] = list( + CASINO_PRIZE("Donk-Soft shotgun", /obj/item/weapon/gun/projectile/shotgun/pump/toy, 1, 1000, "misc"), + CASINO_PRIZE("Donk-Soft mosin-nagant", /obj/item/weapon/gun/projectile/shotgun/pump/toy/moistnugget, 1, 1000, "misc"), + CASINO_PRIZE("Donk-Soft pistol", /obj/item/weapon/gun/projectile/pistol/toy, 1, 800, "misc"), + CASINO_PRIZE("Donk-Soft levergun", /obj/item/weapon/gun/projectile/shotgun/pump/toy/levergun, 1, 1000, "misc"), + CASINO_PRIZE("Donk-Soft commemorative pistol", /obj/item/weapon/gun/projectile/pistol/toy/n99, 1, 750, "misc"), + CASINO_PRIZE("Donk-Soft revolver", /obj/item/weapon/gun/projectile/revolver/toy, 1, 750, "misc"), + CASINO_PRIZE("Donk-Soft big-iron", /obj/item/weapon/gun/projectile/revolver/toy/big_iron, 1, 750, "misc"), + CASINO_PRIZE("Donk-Soft crossbow", /obj/item/weapon/gun/projectile/revolver/toy/crossbow, 1, 600, "misc"), + CASINO_PRIZE("Donk-Soft sawn off shotgun", /obj/item/weapon/gun/projectile/revolver/toy/sawnoff, 1, 800, "misc"), + CASINO_PRIZE("Donk-Soft SMG", /obj/item/weapon/gun/projectile/automatic/toy, 1, 1200, "misc"), + CASINO_PRIZE("Foam Darts", /obj/item/ammo_magazine/ammo_box/foam, 1, 100, "misc"), + CASINO_PRIZE("Riot Darts", /obj/item/ammo_magazine/ammo_box/foam/riot, 1, 200, "misc"), + ) + item_list["Miscellaneous"] = list( + CASINO_PRIZE("Winner's Medal", /obj/item/clothing/accessory/medal/gold/casino, 1, 30000, "misc"), + CASINO_PRIZE("Golden ID card", /obj/item/weapon/card/id/gold, 1, 1000, "misc"), + CASINO_PRIZE("Gold-trimmed pen", /obj/item/weapon/pen/fountain5, 1, 50, "misc"), + CASINO_PRIZE("Golden pen", /obj/item/weapon/pen/fountain7, 1, 350, "misc"), + CASINO_PRIZE("Toy sword", /obj/item/toy/sword, 1, 200, "misc"), + CASINO_PRIZE("Waterflower", /obj/item/weapon/reagent_containers/spray/waterflower, 1, 100, "misc"), + CASINO_PRIZE("Horse stick", /obj/item/toy/stickhorse, 1, 100, "misc"), + CASINO_PRIZE("Toy katana", /obj/item/toy/katana, 1, 200, "misc"), + CASINO_PRIZE("Magic conch", /obj/item/toy/eight_ball/conch, 1, 100, "misc"), + CASINO_PRIZE("Magic eight ball", /obj/item/toy/eight_ball, 1, 100, "misc"), + CASINO_PRIZE("Foam sword", /obj/item/weapon/material/sword/foam, 1, 200, "misc"), + CASINO_PRIZE("Whistle", /obj/item/toy/bosunwhistle, 1, 100, "misc"), + CASINO_PRIZE("Golden cup", /obj/item/weapon/reagent_containers/food/drinks/golden_cup, 1, 250, "misc"), + CASINO_PRIZE("Quality cigars", /obj/item/weapon/storage/fancy/cigar/havana, 1, 100, "misc"), + CASINO_PRIZE("Golden zippo lighter", /obj/item/weapon/flame/lighter/zippo/gold, 1, 100, "misc"), + CASINO_PRIZE("Candelabra", /obj/item/weapon/flame/candle/candelabra/everburn, 1, 400, "misc"), + CASINO_PRIZE("Casino wallet", /obj/item/weapon/storage/wallet/casino, 1, 200, "misc"), + CASINO_PRIZE("Casino cards", /obj/item/weapon/deck/cards/casino, 1, 200, "misc"), + CASINO_PRIZE("Instrument: Accordion", /obj/item/instrument/accordion, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Banjo", /obj/item/instrument/banjo, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Musical bikehorn", /obj/item/instrument/bikehorn, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Electric guitar", /obj/item/instrument/eguitar, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Glockenspiel", /obj/item/instrument/glockenspiel, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Guitar", /obj/item/instrument/guitar, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Harmonica", /obj/item/instrument/harmonica, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Synthethic Piano", /obj/item/instrument/piano_synth, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Recorder", /obj/item/instrument/recorder, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Saxophone", /obj/item/instrument/saxophone, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Trombone", /obj/item/instrument/trombone, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Trumpet", /obj/item/instrument/trumpet, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Violin", /obj/item/instrument/violin, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Xylophone", /obj/item/instrument/xylophone, 1, 500, "misc"), + CASINO_PRIZE("Instrument: Golden fiddle", /obj/item/instrument/violin/golden, 1, 1500, "misc"), + CASINO_PRIZE("Instrument: Trumpet (warning: spooky)", /obj/item/instrument/trumpet/spectral, 1, 1000, "misc"), + CASINO_PRIZE("Instrument: Trombone (warning: spooky)", /obj/item/instrument/trombone/spectral, 1, 1000, "misc"), + CASINO_PRIZE("Instrument: Saxophone (warning: spooky)", /obj/item/instrument/saxophone/spectral, 1, 1000, "misc"), + CASINO_PRIZE("Instrument: Musical Moth (you monster)", /obj/item/instrument/musicalmoth, 1, 500, "misc"), + ) + item_list["Drinks"] = list( + CASINO_PRIZE("Redeemer's brew", /obj/item/weapon/reagent_containers/food/drinks/bottle/redeemersbrew, 1, 150, "drinks"), + CASINO_PRIZE("Poison wine", /obj/item/weapon/reagent_containers/food/drinks/bottle/pwine, 1, 150, "drinks"), + CASINO_PRIZE("Patron", /obj/item/weapon/reagent_containers/food/drinks/bottle/patron, 1, 150, "drinks"), + CASINO_PRIZE("Holy water", /obj/item/weapon/reagent_containers/food/drinks/bottle/holywater, 1, 150, "drinks"), + CASINO_PRIZE("Goldschlager", /obj/item/weapon/reagent_containers/food/drinks/bottle/goldschlager, 1, 150, "drinks"), + CASINO_PRIZE("Champagne", /obj/item/weapon/reagent_containers/food/drinks/bottle/champagne, 1, 150, "drinks"), + CASINO_PRIZE("Bottle of Nothing", /obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing, 1, 150, "drinks"), + CASINO_PRIZE("Whiskey bliss", /obj/item/weapon/reagent_containers/food/drinks/bottle/specialwhiskey, 1, 150, "drinks"), + ) + item_list["Pets"] = list( + CASINO_PRIZE("Cat", /obj/item/weapon/grenade/spawnergrenade/casino, 1, 700, "pets"), + CASINO_PRIZE("Chicken", /obj/item/weapon/grenade/spawnergrenade/casino/chicken, 1, 700, "pets"), + CASINO_PRIZE("Cow", /obj/item/weapon/grenade/spawnergrenade/casino/cow, 1, 700, "pets"), + CASINO_PRIZE("Corgi", /obj/item/weapon/grenade/spawnergrenade/casino/corgi, 1, 900, "pets"), + CASINO_PRIZE("Fox", /obj/item/weapon/grenade/spawnergrenade/casino/fox, 1, 700, "pets"), + CASINO_PRIZE("Red panda", /obj/item/weapon/grenade/spawnergrenade/casino/redpanda, 1, 1200, "pets"), + CASINO_PRIZE("Otie", /obj/item/weapon/grenade/spawnergrenade/casino/otie, 1, 1500, "pets"), + CASINO_PRIZE("Snake", /obj/item/weapon/grenade/spawnergrenade/casino/snake, 1, 900, "pets"), + CASINO_PRIZE("Penguin", /obj/item/weapon/grenade/spawnergrenade/casino/penguin, 1, 900, "pets"), + CASINO_PRIZE("Fennec", /obj/item/weapon/grenade/spawnergrenade/casino/fennec, 1, 1200, "pets"), + CASINO_PRIZE("Bird", /obj/item/weapon/grenade/spawnergrenade/casino/goldcrest, 1, 1500, "pets"), + CASINO_PRIZE("Capture Crystal", /obj/item/capture_crystal, 1, 3000, "pets"), + ) + +/obj/machinery/casino_prize_dispenser/power_change() + ..() + if(stat & BROKEN) + icon_state = "[initial(icon_state)]-broken" + else + if(!(stat & NOPOWER)) + icon_state = initial(icon_state) + else + spawn(rand(0, 15)) + icon_state = "[initial(icon_state)]-off" + +/obj/machinery/casino_prize_dispenser/attack_hand(mob/user as mob) + if(stat & (BROKEN|NOPOWER)) + return + tgui_interact(user) + +/obj/machinery/casino_prize_dispenser/attackby(obj/item/weapon/W as obj, mob/user as mob) + if(currently_vending) + if(istype(W, /obj/item/weapon/spacecasinocash)) + to_chat(usr, "Please select prize on display with sufficient amount of chips.") + else + SStgui.update_uis(src) + return // don't smack that machine with your 2 chips + + if(istype(W, /obj/item/weapon/spacecasinocash)) + attack_hand(user) + return + ..() + +/obj/machinery/casino_prize_dispenser/proc/pay_with_chips(var/obj/item/weapon/spacecasinocash/cashmoney, mob/user, var/price) + //"cashmoney_:[cashmoney] user:[user] currently_vending:[currently_vending]" + if(price > cashmoney.worth) + to_chat(usr, "\icon[cashmoney] That is not enough chips.") + return 0 + + if(istype(cashmoney, /obj/item/weapon/spacecasinocash)) + visible_message("\The [usr] inserts some chips into \the [src].") + cashmoney.worth -= price + + if(cashmoney.worth <= 0) + usr.drop_from_inventory(cashmoney) + qdel(cashmoney) + else + cashmoney.update_icon() + return 1 + +/obj/machinery/casino_prize_dispenser/ui_assets(mob/user) + return list( + get_asset_datum(/datum/asset/spritesheet/vending), + ) + +/obj/machinery/casino_prize_dispenser/tgui_data(mob/user) + var/list/data[0] + + data["items"] = list() + for(var/cat in item_list) + var/list/cat_items = list() + for(var/prize_name in item_list[cat]) + var/datum/data/casino_prize/prize = item_list[cat][prize_name] + cat_items[prize_name] = list("name" = prize_name, "price" = prize.cost, "restriction" = prize.restriction) + data["items"][cat] = cat_items + return data + +/obj/machinery/casino_prize_dispenser/tgui_interact(mob/user, datum/tgui/ui = null) + // Open the window + ui = SStgui.try_update_ui(user, src, ui) + if(!ui) + ui = new(user, src, "CasinoPrizeDispenser", name) + ui.open() + +/obj/machinery/casino_prize_dispenser/tgui_act(action, params) + if(stat & (BROKEN|NOPOWER)) + return + if(usr.stat || usr.restrained()) + return + if(..()) + return TRUE + . = TRUE + switch(action) + if("purchase") + var/paid = FALSE + var/category = params["cat"] + var/restriction_category = params["restriction"] + var/restriction_check = 0 + var/item_given = FALSE + var/name = params["name"] + var/price = params["price"] + var/datum/data/casino_prize/bi = item_list[category][name] + switch(restriction_category) + if("weapons") + restriction_check = category_weapons + if("gear") + restriction_check = category_gear + if("clothing") + restriction_check = category_clothing + if("misc") + restriction_check = category_misc + if("drinks") + restriction_check = category_drinks + if("implants") + restriction_check = category_implants + if("event") + restriction_check = category_event + else + to_chat(usr, "Prize checkout error has occurred, purchase cancelled.") + return FALSE + + if(restriction_check < 1) + to_chat(usr, "[name] is restricted, this prize can't be bought.") + return FALSE + if(restriction_check > 1) + item_given = TRUE + + if(price <= 0 && item_given == TRUE) + vend(bi, usr) + return TRUE + + currently_vending = bi + + if(istype(usr.get_active_hand(), /obj/item/weapon/spacecasinocash)) + var/obj/item/weapon/spacecasinocash/cash = usr.get_active_hand() + paid = pay_with_chips(cash, usr, price) + else + to_chat(usr, "Payment failure: Improper payment method, please provide chips.") + return TRUE // we set this because they shouldn't even be able to get this far, and we want the UI to update. + if(paid) + if(item_given == TRUE) + vend(bi, usr) + + speak("Thank you for your purchase, your [bi] has been logged.") + do_logging(currently_vending, usr, bi) + . = TRUE + else + to_chat(usr, "Payment failure: unable to process payment.") + +/obj/machinery/casino_prize_dispenser/proc/vend(datum/data/casino_prize/bi, mob/user) + SStgui.update_uis(src) + + if(ispath(bi.equipment_path, /obj/item/stack)) + new bi.equipment_path(loc, bi.equipment_amt) + playsound(src, 'sound/machines/vending/vending_drop.ogg', 100, 1) + return TRUE + + for(var/i in 1 to bi.equipment_amt) + new bi.equipment_path(loc) + playsound(src, 'sound/machines/vending/vending_drop.ogg', 100, 1) + + currently_vending = null + use_power(vend_power_usage) //actuators and stuff + flick("[icon_state]-vend",src) + + +/obj/machinery/casino_prize_dispenser/proc/do_logging(item, mob/user, datum/data/casino_prize/bi) + var/prize_log = "{ckey:[user.ckey]character_name:[user.name]item_path: [bi.equipment_path]}" + log[++log.len] = prize_log + //Currently doesnt have an ingame way to show. Can only be viewed through View-Variables, to ensure theres no chance of players ckeys exposed - Jack + +/obj/machinery/casino_prize_dispenser/proc/speak(var/message) + if(stat & NOPOWER) + return + + if(!message) + return + + for(var/mob/O in hearers(src, null)) + O.show_message("\The [src] beeps, \"[message]\"",2) + return + +/obj/machinery/casino_prize_dispenser/process() //Might not need this, but just to be safe for now + if(stat & (BROKEN|NOPOWER)) + return diff --git a/code/modules/catalogue/catalogue_data.dm b/code/modules/catalogue/catalogue_data.dm index 5293d678f5..3a0613b708 100644 --- a/code/modules/catalogue/catalogue_data.dm +++ b/code/modules/catalogue/catalogue_data.dm @@ -139,7 +139,11 @@ GLOBAL_DATUM_INIT(catalogue_data, /datum/category_collection/catalogue, new)

    \ Humanity is the primary driving force for rapid space expansion, owing to their strong, expansionist central \ government and opportunistic Trans-Stellar Corporations. The prejudices of the 21st century have mostly \ +<<<<<<< HEAD given way to bitter divides on the most important issue of the times� technological expansionism, \ +======= + given way to bitter divides on the most important issue of the times- technological expansionism, \ +>>>>>>> 860fad8a75... Merge pull request #15043 from ItsSelis/spell-fixes-v2 with the major human factions squabbling over their approach to technology in the face of a \ looming singularity.\

    \ @@ -170,7 +174,11 @@ GLOBAL_DATUM_INIT(catalogue_data, /datum/category_collection/catalogue, new) desc = "The Unathi are a species of large reptilian humanoids hailing from Moghes, in the \ Uueoa-Esa binary star system. Most Unathi live in a semi-rigid clan system, and clan \ enclaves dot the surface of their homeworld. Proud and long-lived, Unathi of all \ +<<<<<<< HEAD walks of life display a tendency towards perfectionism, and mastery of one�s craft \ +======= + walks of life display a tendency towards perfectionism, and mastery of one's craft \ +>>>>>>> 860fad8a75... Merge pull request #15043 from ItsSelis/spell-fixes-v2 is greatly respected among them. Despite the aggressive nature of their contact, \ Unathi seem willing, if not eager, to reconcile with humanity, though mutual \ distrust runs rampant among individuals of both groups." @@ -181,7 +189,11 @@ GLOBAL_DATUM_INIT(catalogue_data, /datum/category_collection/catalogue, new) desc = "Tajaran are a race of humanoid mammalian aliens from Meralar, the fourth planet \ of the Rarkajar star system. Thickly furred and protected from cold, they thrive on \ their subartic planet, where the only terran temperate areas spread across the \ +<<<<<<< HEAD equator and �tropical belt.�\ +======= + equator and \"tropical belt.\"\ +>>>>>>> 860fad8a75... Merge pull request #15043 from ItsSelis/spell-fixes-v2

    \ With their own share of bloody wars and great technological advances, the Tajaran are a \ proud kind. They fiercely believe they belong among the stars and consider themselves \ @@ -273,11 +285,19 @@ GLOBAL_DATUM_INIT(catalogue_data, /datum/category_collection/catalogue, new) desc = "A Positronic being, often an Android, Gynoid, or Robot, is an individual with a positronic brain, \ manufactured and fostered amongst organic life Positronic brains enjoy the same legal status as a humans, \ although discrimination is still common, are considered sapient on all accounts, and can be considered \ +<<<<<<< HEAD the �synthetic species�. Half-developed and half-discovered in the 2280�s by a black lab studying alien \ artifacts, the first positronic brain was an inch-wide cube of palladium-iridium alloy, nano-etched with \ billions upon billions of conduits and connections. Upon activation, hard-booted by way of an emitter \ laser, the brain issued a single sentence before the neural pathways collapsed and it became an inert \ lump of platinum: �What is my purpose?�." +======= + the \"synthetic species\". Half-developed and half-discovered in the 2280's by a black lab studying alien \ + artifacts, the first positronic brain was an inch-wide cube of palladium-iridium alloy, nano-etched with \ + billions upon billions of conduits and connections. Upon activation, hard-booted by way of an emitter \ + laser, the brain issued a single sentence before the neural pathways collapsed and it became an inert \ + lump of platinum: \"What is my purpose?\"." +>>>>>>> 860fad8a75... Merge pull request #15043 from ItsSelis/spell-fixes-v2 value = CATALOGUER_REWARD_TRIVIAL /datum/category_item/catalogue/technology/cyborgs @@ -423,7 +443,7 @@ GLOBAL_DATUM_INIT(catalogue_data, /datum/category_collection/catalogue, new)

    \ It should be noted that the findings in this group appear to conflict heavily with what is \ known about the Singularitarians, giving some credence towards these objects belonging to a \ - seperate precursor. As such, the findings have been partitioned inside this scanner to this \ + separate precursor. As such, the findings have been partitioned inside this scanner to this \ group, labeled Precursor Group Alpha." value = CATALOGUER_REWARD_TRIVIAL unlocked_by_any = list(/datum/category_item/catalogue/anomalous/precursor_a) @@ -435,5 +455,3 @@ GLOBAL_DATUM_INIT(catalogue_data, /datum/category_collection/catalogue, new) /datum/category_item/catalogue/material - - diff --git a/code/modules/catalogue/cataloguer.dm b/code/modules/catalogue/cataloguer.dm index 31bd557e1e..36d78ff7cf 100644 --- a/code/modules/catalogue/cataloguer.dm +++ b/code/modules/catalogue/cataloguer.dm @@ -18,7 +18,7 @@ GLOBAL_LIST_EMPTY(all_cataloguers) description_info = "This is a special device used to obtain information about objects and entities in the environment. \ To scan something, click on it with the scanner at a distance. \ Scanning something requires remaining within a certain radius of the object for a specific period of time, until the \ - scan is finished. If the scan is inturrupted, it can be resumed from where it was left off, if the same thing is \ + scan is finished. If the scan is interrupted, it can be resumed from where it was left off, if the same thing is \ scanned again." icon = 'icons/obj/device.dmi' icon_state = "cataloguer" diff --git a/code/modules/client/preference_setup/loadout/loadout_suit_vr.dm b/code/modules/client/preference_setup/loadout/loadout_suit_vr.dm index 5907146259..afe65cf29f 100644 --- a/code/modules/client/preference_setup/loadout/loadout_suit_vr.dm +++ b/code/modules/client/preference_setup/loadout/loadout_suit_vr.dm @@ -51,7 +51,7 @@ /datum/gear/suit/old_poncho //This is made from an old sprite which has been here for quite some time. Called old poncho because duplicates display_name = "Colorful poncho" - description = "A mexican looking poncho. It look like it fits wolf taurs as well." + description = "A Mexican looking poncho. It look like it fits wolf taurs as well." path = /obj/item/clothing/suit/poncho //Detective alternative @@ -336,4 +336,4 @@ Talon winter coat //ABOUT TIME SOMEONE ADDED THIS TO A LOADOUT /datum/gear/suit/bladerunnercoat display_name = "leather coat, massive" - path = /obj/item/clothing/suit/storage/bladerunner \ No newline at end of file + path = /obj/item/clothing/suit/storage/bladerunner diff --git a/code/modules/client/preference_setup/traits/trait_defines.dm b/code/modules/client/preference_setup/traits/trait_defines.dm index 225e690e71..720ce52f84 100644 --- a/code/modules/client/preference_setup/traits/trait_defines.dm +++ b/code/modules/client/preference_setup/traits/trait_defines.dm @@ -177,7 +177,7 @@ /datum/trait/modifier/physical/no_clone - name = "Cloning Incompatability" + name = "Cloning Incompatibility" modifier_type = /datum/modifier/no_clone /datum/trait/modifier/physical/no_clone/test_for_invalidity(var/datum/category_item/player_setup_item/traits/setup) @@ -187,7 +187,7 @@ /datum/trait/modifier/physical/no_borg - name = "Cybernetic Incompatability" + name = "Cybernetic Incompatibility" modifier_type = /datum/modifier/no_borg /datum/trait/modifier/physical/no_borg/test_for_invalidity(var/datum/category_item/player_setup_item/traits/setup) diff --git a/code/modules/clothing/spacesuits/void/station.dm b/code/modules/clothing/spacesuits/void/station.dm index d10be1aa91..6c91755c69 100644 --- a/code/modules/clothing/spacesuits/void/station.dm +++ b/code/modules/clothing/spacesuits/void/station.dm @@ -172,7 +172,7 @@ /obj/item/clothing/head/helmet/space/void/medical/bio name = "biohazard voidsuit helmet" - desc = "A special suit designed to protect the user in hazardous enviornments on the field. It feels heavier than the standard suit with extra protection around the joints." + desc = "A special suit designed to protect the user in hazardous environments on the field. It feels heavier than the standard suit with extra protection around the joints." icon_state = "rig0-medical_bio" item_state_slots = list(slot_r_hand_str = "medical_helm_bio", slot_l_hand_str = "medical_helm_bio") armor = list(melee = 55, bullet = 15, laser = 20, energy = 15, bomb = 15, bio = 100, rad = 75) @@ -182,7 +182,7 @@ /obj/item/clothing/suit/space/void/medical/bio name = "biohazard voidsuit" - desc = "A special suit designed to protect the user in hazardous enviornments on the field. It feels heavier than the standard suit with extra protection around the joints." + desc = "A special suit designed to protect the user in hazardous environments on the field. It feels heavier than the standard suit with extra protection around the joints." icon_state = "rig-medical_bio" item_state_slots = list(slot_r_hand_str = "medical_voidsuit_bio", slot_l_hand_str = "medical_voidsuit_bio") armor = list(melee = 55, bullet = 15, laser = 20, energy = 15, bomb = 15, bio = 100, rad = 75) diff --git a/code/modules/clothing/under/accessories/accessory.dm b/code/modules/clothing/under/accessories/accessory.dm index 3d3bafeab9..1a2983efe6 100644 --- a/code/modules/clothing/under/accessories/accessory.dm +++ b/code/modules/clothing/under/accessories/accessory.dm @@ -316,7 +316,7 @@ /obj/item/clothing/accessory/medal/gold/heroism name = "medal of exceptional heroism" - desc = "An extremely rare golden medal awarded only by high ranking officials. To recieve such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but distinguished veteran staff." + desc = "An extremely rare golden medal awarded only by high ranking officials. To receive such a medal is the highest honor and as such, very few exist. This medal is almost never awarded to anybody but distinguished veteran staff." /obj/item/clothing/accessory/medal/gold/casino name = "medal of true lucky winner" @@ -669,4 +669,4 @@ /obj/item/clothing/accessory/poncho/roles/ranger/snow name = "white ranger poncho" icon_state = "rangerponcho_snow" - item_state = "rangerponcho_snow" \ No newline at end of file + item_state = "rangerponcho_snow" diff --git a/code/modules/clothing/under/accessories/clothing.dm b/code/modules/clothing/under/accessories/clothing.dm index b4502ed6fa..d980959035 100644 --- a/code/modules/clothing/under/accessories/clothing.dm +++ b/code/modules/clothing/under/accessories/clothing.dm @@ -508,7 +508,7 @@ /obj/item/clothing/accessory/asymmetric name = "blue asymmetrical jacket" - desc = "Insultingly avant-garde in prussian blue." + desc = "Insultingly avant-garde in Prussian blue." icon_state = "asym_blue" /obj/item/clothing/accessory/asymmetric/purple diff --git a/code/modules/economy/vending_machines_vr.dm b/code/modules/economy/vending_machines_vr.dm index 44e14a8864..c3e587f51d 100644 --- a/code/modules/economy/vending_machines_vr.dm +++ b/code/modules/economy/vending_machines_vr.dm @@ -92,7 +92,7 @@ /obj/machinery/vending/fooditalian name = "Italian Imports" - desc = "You wanted some italian food? Well here's some imported from the local pizza place!" + desc = "You wanted some Italian food? Well here's some imported from the local pizza place!" icon_state = "hotfood" products = list(/obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/mushroompizza = 15, /obj/item/weapon/reagent_containers/food/snacks/sliceable/pizza/vegetablepizza = 15, diff --git a/code/modules/events/ian_storm_vr.dm b/code/modules/events/ian_storm_vr.dm index 486c2a547d..08a3ea3036 100644 --- a/code/modules/events/ian_storm_vr.dm +++ b/code/modules/events/ian_storm_vr.dm @@ -6,7 +6,7 @@ /datum/event/ianstorm/announce() command_announcement.Announce("It has come to our attention that the station passed through an ion storm. Please monitor all electronic equipment for malfunctions.", "Anomaly Alert") //CHOMPedit: removes announcement .ogg spawn(7 SECONDS) - command_announcement.Announce("Wait. No, thats wrong. The station passed through an IAN storm!.", "Ian Alert") + command_announcement.Announce("Wait. No, that's wrong. The station passed through an IAN storm!.", "Ian Alert") /datum/event/ianstorm/start() spawn() diff --git a/code/modules/events/money_lotto.dm b/code/modules/events/money_lotto.dm index 5d12c8dfc3..a4df20cd08 100644 --- a/code/modules/events/money_lotto.dm +++ b/code/modules/events/money_lotto.dm @@ -26,7 +26,7 @@ var/author = "[using_map.company_name] Editor" var/channel = "The [using_map.starsys_name] Times" - var/body = "The [using_map.starsys_name] Times wishes to congratulate [winner_name] for recieving the [using_map.starsys_name] Stellar Slam Lottery, and receiving the out of this world sum of [winner_sum] credits!" + var/body = "The [using_map.starsys_name] Times wishes to congratulate [winner_name] for receiving the [using_map.starsys_name] Stellar Slam Lottery, and receiving the out of this world sum of [winner_sum] credits!" if(!deposit_success) body += "
    Unfortunately, we were unable to verify the account details provided, so we were unable to transfer the money. Send a cheque containing the sum of 5000 Thalers to ND 'Stellar Slam' office on the The [using_map.starsys_name] Times gateway containing updated details, and your winnings'll be re-sent within the month." diff --git a/code/modules/examine/descriptions/medical.dm b/code/modules/examine/descriptions/medical.dm index 931b262a66..7bab2f8ef5 100644 --- a/code/modules/examine/descriptions/medical.dm +++ b/code/modules/examine/descriptions/medical.dm @@ -42,23 +42,23 @@ Note that you cannot control the sleeper while inside of it." /obj/item/bodybag/cryobag - description_info = "This stasis bag will preserve the occupant, stopping most forms of harm from occuring, such as from oxygen \ + description_info = "This stasis bag will preserve the occupant, stopping most forms of harm from occurring, such as from oxygen \ deprivation, irradiation, shock, and chemicals inside the occupant, at least until the bag is opened again.
    \
    \ Stasis bags can only be used once, and are rather costly, so use them well. They are ideal for situations where someone may die \ - before being able to bring them back to safety, or if they are in a hostile enviroment, such as in vacuum or in a phoron leak, as \ - the bag will protect the occupant from most outside enviromental hazards. If you open a bag by mistake, closing the bag with no \ + before being able to bring them back to safety, or if they are in a hostile environment, such as in vacuum or in a phoron leak, as \ + the bag will protect the occupant from most outside environmental hazards. If you open a bag by mistake, closing the bag with no \ occupant will not use up the bag, and you can pick it back up.
    \
    \ You can use a health analyzer to scan the occupant's vitals without opening the bag by clicking the occupied bag with the analyzer." /obj/structure/closet/body_bag/cryobag - description_info = "This stasis bag will preserve the occupant, stopping most forms of harm from occuring, such as from oxygen \ + description_info = "This stasis bag will preserve the occupant, stopping most forms of harm from occurring, such as from oxygen \ deprivation, irradiation, shock, and chemicals inside the occupant, at least until the bag is opened again.
    \
    \ Stasis bags can only be used once, and are rather costly, so use them well. They are ideal for situations where someone may die \ - before being able to bring them back to safety, or if they are in a hostile enviroment, such as in vacuum or in a phoron leak, as \ - the bag will protect the occupant from most outside enviromental hazards. If you open a bag by mistake, closing the bag with no \ + before being able to bring them back to safety, or if they are in a hostile environment, such as in vacuum or in a phoron leak, as \ + the bag will protect the occupant from most outside environmental hazards. If you open a bag by mistake, closing the bag with no \ occupant will not use up the bag, and you can pick it back up.
    \
    \ - You can use a health analyzer to scan the occupant's vitals without opening the bag by clicking the occupied bag with the analyzer." \ No newline at end of file + You can use a health analyzer to scan the occupant's vitals without opening the bag by clicking the occupied bag with the analyzer." diff --git a/code/modules/food/food/cans.dm b/code/modules/food/food/cans.dm index 4f2cac048d..75b7ac0dd3 100644 --- a/code/modules/food/food/cans.dm +++ b/code/modules/food/food/cans.dm @@ -200,7 +200,7 @@ /obj/item/weapon/reagent_containers/food/drinks/cans/kvass name = "\improper Kvass" desc = "A true Slavic soda." - description_fluff = "A classic slavic beverage which many space-faring slavs still enjoy to this day. Fun fact, it is actually considered a weak beer by non-russians." + description_fluff = "A classic Slavic beverage which many space-faring Slavs still enjoy to this day. Fun fact, it is actually considered a weak beer by non-Russians." icon_state = "kvass" center_of_mass = list("x"=16, "y"=10) @@ -210,8 +210,8 @@ /obj/item/weapon/reagent_containers/food/drinks/cans/kompot name = "\improper Kompot" - desc = "A taste of russia in the summertime - canned for you consumption." - description_fluff = "A sweet and fruity beverage that was traditionally used to preserve frutis in harsh Russian winters that is now available for widespread comsumption." + desc = "A taste of Russia in the summertime - canned for you consumption." + description_fluff = "A sweet and fruity beverage that was traditionally used to preserve fruits in harsh Russian winters that is now available for widespread consumption." icon_state = "kompot" center_of_mass = list("x"=16, "y"=10) @@ -305,7 +305,7 @@ /obj/item/weapon/reagent_containers/food/drinks/cans/lemon_cola name = "\improper Lunar Lemon" - desc = "Feel back at home on the Lunar Colonies with this classic berverage straight from the source!" + desc = "Feel back at home on the Lunar Colonies with this classic beverage straight from the source!" icon_state = "lemoncoke" center_of_mass = list("x"=16, "y"=8) @@ -325,7 +325,7 @@ /obj/item/weapon/reagent_containers/food/drinks/cans/grape_cola name = "\improper Gravity Grape" - desc = "Get down with Newton's favorite corbonated science experiment!" + desc = "Get down with Newton's favorite carbonated science experiment!" icon_state = "grapesoda" center_of_mass = list("x"=16, "y"=8) @@ -382,10 +382,10 @@ name = "\improper Café Del Consumir" desc = "A can of deliciously sweet iced coffee that originates from Earth." description_fluff = "Café Del Consumir originates from a small coffee brewery in México \ - that still opperates to this day. Café Del Consumir prides itself on being true to form \ - and retaining its original recipe. They've been producing and selling thier product across \ + that still operates to this day. Café Del Consumir prides itself on being true to form \ + and retaining its original recipe. They've been producing and selling their product across \ the galaxy for decades without fail. NanoTrasen has attempted to by out the small company for \ - years now, howerver all attempts they've made have failed." + years now, however all attempts they've made have failed." icon = 'icons/obj/drinks_vr.dmi' icon_state = "coffeecan" center_of_mass = list("x"=16, "y"=10) diff --git a/code/modules/food/food/drinks/bottle.dm b/code/modules/food/food/drinks/bottle.dm index 9dcd17c256..2b25369016 100644 --- a/code/modules/food/food/drinks/bottle.dm +++ b/code/modules/food/food/drinks/bottle.dm @@ -323,7 +323,7 @@ /obj/item/weapon/reagent_containers/food/drinks/bottle/cognac name = "Chateau De Baton Premium Cognac" - desc = "A sweet and strongly alchoholic drink, made after numerous distillations and years of maturing." + desc = "A sweet and strongly alcoholic drink, made after numerous distillations and years of maturing." icon_state = "cognacbottle" center_of_mass = list("x"=16, "y"=6) @@ -741,4 +741,4 @@ /obj/item/weapon/reagent_containers/food/drinks/bottle/small/dr_gibb/Initialize() . = ..() - reagents.add_reagent("dr_gibb", 50) \ No newline at end of file + reagents.add_reagent("dr_gibb", 50) diff --git a/code/modules/food/food/snacks.dm b/code/modules/food/food/snacks.dm index 43227b4f99..86d6c67d91 100644 --- a/code/modules/food/food/snacks.dm +++ b/code/modules/food/food/snacks.dm @@ -1104,7 +1104,7 @@ /obj/item/weapon/reagent_containers/food/snacks/donkpocket/teriyaki name = "\improper Teriyaki-pocket" - desc = "An east-asian take on the classic stationside snack." + desc = "An east-Asian take on the classic stationside snack." icon_state = "donkpocketteriyaki" nutriment_amt = 2 nutriment_desc = list("meat" = 1, "dough" = 2, "soy sauce" = 2) @@ -2088,7 +2088,7 @@ /obj/item/weapon/reagent_containers/food/snacks/meatballspagetti name = "Spaghetti & Meatballs" - desc = "Now thats a nic'e meatball!" + desc = "Now that's a nic'e meatball!" icon_state = "meatballspagetti" trash = /obj/item/trash/plate filling_color = "#DE4545" @@ -2103,7 +2103,7 @@ /obj/item/weapon/reagent_containers/food/snacks/spesslaw name = "Spesslaw" - desc = "A lawyers favourite" + desc = "A lawyer's favourite" icon_state = "spesslaw" filling_color = "#DE4545" center_of_mass = list("x"=16, "y"=10) @@ -6998,7 +6998,7 @@ desc = "A can of grey matter marketed for xenochimeras." description_fluff = "As the cartoon brain with limbs proudly proclaims, \"It's meat. Eat it!\" On the can is printed \"Rich in limbic system\" and \ under that in infinitely small letters, \"Warning, product must be eaten within two hours of opening. May contain prion disease. \ - GrubCo LTD is not liable for any brain damage occuring after consumption of product.\"" + GrubCo LTD is not liable for any brain damage occurring after consumption of product.\"" trash = /obj/item/trash/brainzsnax canned_open_state = "brainzsnax-open" filling_color = "#caa3c9" @@ -7016,7 +7016,7 @@ desc = "A can of grey matter marketed for xenochimeras. This one has added tomato sauce." description_fluff = "As the cartoonish brain with limbs proudly proclaims, \"It's meat. Eat it!\" On the can is printed \"Yummy red stuff!\" and \ under that in infinitely small letters, \"Warning, product must be eaten within two hours of opening. May contain prion disease. \ - GrubCo LTD is not liable for any brain damage occuring after consumption of product.\"" + GrubCo LTD is not liable for any brain damage occurring after consumption of product.\"" trash = /obj/item/trash/brainzsnaxred canned_open_state = "brainzsnaxred-open" filling_color = "#a6898d" diff --git a/code/modules/food/food/snacks_vr.dm b/code/modules/food/food/snacks_vr.dm index 732567356c..7be201b6d0 100644 --- a/code/modules/food/food/snacks_vr.dm +++ b/code/modules/food/food/snacks_vr.dm @@ -136,7 +136,7 @@ /obj/item/weapon/reagent_containers/food/snacks/kitsuneudon name = "kitsune udon" - desc = "A purported favorite of kitsunes in ancient japanese myth: udon noodles, fried egg, and tofu." + desc = "A purported favorite of kitsunes in ancient Japanese myth: udon noodles, fried egg, and tofu." icon = 'icons/obj/food_vr.dmi' icon_state = "kitsuneudon" trash = /obj/item/trash/asian_bowl @@ -209,7 +209,7 @@ /obj/item/weapon/reagent_containers/food/snacks/mammi name = "mämmi" - desc = "Traditional finnish desert, some like it, others don't. It's drifting in some milk, add sugar!" + desc = "Traditional Finnish desert, some like it, others don't. It's drifting in some milk, add sugar!" icon = 'icons/obj/food_vr.dmi' icon_state = "mammi" trash = /obj/item/trash/plate diff --git a/code/modules/food/food/thecake.dm b/code/modules/food/food/thecake.dm index 598040aaf1..793846c914 100644 --- a/code/modules/food/food/thecake.dm +++ b/code/modules/food/food/thecake.dm @@ -173,8 +173,12 @@ /obj/item/weapon/reagent_containers/food/snacks/chaoscakeslice name = "The Chaos Cake Slice" +<<<<<<< HEAD desc = "A slice from The Chaos Cake, it pulses weirdly, as if angry to be seperated from the whole" icon = 'icons/obj/food_ch.dmi' //CHOMP Add to appease runtimes, I think, even thought this damn file is not enabled??? +======= + desc = "A slice from The Chaos Cake, it pulses weirdly, as if angry to be separated from the whole" +>>>>>>> 860fad8a75... Merge pull request #15043 from ItsSelis/spell-fixes-v2 icon_state = "chaoscake_slice-1" center_of_mass = list("x"=16, "y"=10) @@ -276,4 +280,4 @@ desc = desclist2[stage] icon_state = "chaoscake_unfinished-[stage]" else - to_chat(user, "Hmm, doesnt seem like this layer is supposed to be added there?") + to_chat(user, "Hmm, doesn't seem like this layer is supposed to be added there?") diff --git a/code/modules/instruments/songs/_song.dm b/code/modules/instruments/songs/_song.dm index 07cc9e68fa..15f4a9f204 100644 --- a/code/modules/instruments/songs/_song.dm +++ b/code/modules/instruments/songs/_song.dm @@ -206,7 +206,7 @@ if(playing) return if(!using_instrument?.ready()) - to_chat(user, "An error has occured with [src]. Please reset the instrument.") + to_chat(user, "An error has occurred with [src]. Please reset the instrument.") return compile_chords() if(!length(compiled_chords)) diff --git a/code/modules/instruments/songs/editor.dm b/code/modules/instruments/songs/editor.dm index c4941cec13..883ecc881e 100644 --- a/code/modules/instruments/songs/editor.dm +++ b/code/modules/instruments/songs/editor.dm @@ -71,7 +71,7 @@ By default, every note is natural and in octave 3. Defining otherwise is remembered for each note.
    Example: C,D,E,F,G,A,B will play a C major scale.
    After a note has an accidental placed, it will be remembered: C,C4,C,C3 is C3,C4,C4,C3
    - Chords can be played simply by seperating each note with a hyphon: A-C#,Cn-E,E-G#,Gn-B
    + Chords can be played simply by separating each note with a hyphen: A-C#,Cn-E,E-G#,Gn-B
    A pause may be denoted by an empty chord: C,E,,C,G
    To make a chord be a different time, end it with /x, where the chord length will be length
    defined by tempo / x: C,G/2,E/4
    diff --git a/code/modules/integrated_electronics/core/tools.dm b/code/modules/integrated_electronics/core/tools.dm index b71158a541..c65e6fe14b 100644 --- a/code/modules/integrated_electronics/core/tools.dm +++ b/code/modules/integrated_electronics/core/tools.dm @@ -33,7 +33,7 @@ to_chat(user, "Wiring \the [selected_io.holder]'s [selected_io.name] into itself is rather pointless.") return if(io.io_type != selected_io.io_type) - to_chat(user, "Those two types of channels are incompatable. The first is a [selected_io.io_type], \ + to_chat(user, "Those two types of channels are incompatible. The first is a [selected_io.io_type], \ while the second is a [io.io_type].") return if(io.holder.assembly && io.holder.assembly != selected_io.holder.assembly) @@ -206,7 +206,7 @@ to_chat(user, "Wiring \the [selected_io.holder]'s [selected_io.name] into itself is rather pointless.") return if(io.io_type != selected_io.io_type) - to_chat(user, "Those two types of channels are incompatable. The first is a [selected_io.io_type], \ + to_chat(user, "Those two types of channels are incompatible. The first is a [selected_io.io_type], \ while the second is a [io.io_type].") return if(io.holder.assembly && io.holder.assembly != selected_io.holder.assembly) diff --git a/code/modules/integrated_electronics/subtypes/lists.dm b/code/modules/integrated_electronics/subtypes/lists.dm index 8c62404e05..228b20f7b0 100644 --- a/code/modules/integrated_electronics/subtypes/lists.dm +++ b/code/modules/integrated_electronics/subtypes/lists.dm @@ -165,7 +165,7 @@ /obj/item/integrated_circuit/list/jointext name = "join text circuit" - desc = "This circuit will add all elements of a list into one string, seperated by a character." + desc = "This circuit will add all elements of a list into one string, separated by a character." extended_desc = "Default settings will encode the entire list into a string." inputs = list( "list to join" = IC_PINTYPE_LIST,// @@ -197,4 +197,4 @@ set_pin_data(IC_OUTPUT, 1, result) push_data() - activate_pin(2) \ No newline at end of file + activate_pin(2) diff --git a/code/modules/integrated_electronics/subtypes/manipulation.dm b/code/modules/integrated_electronics/subtypes/manipulation.dm index 320866301e..b50e2552a6 100644 --- a/code/modules/integrated_electronics/subtypes/manipulation.dm +++ b/code/modules/integrated_electronics/subtypes/manipulation.dm @@ -106,7 +106,7 @@ icon_state = "locomotion" extended_desc = "The circuit accepts a 'dir' number as a direction to move towards.
    \ Pulsing the 'step towards dir' activator pin will cause the machine to move a meter in that direction, assuming it is not \ - being held, or anchored in some way. It should be noted that the ability to move is dependant on the type of assembly that this circuit inhabits." + being held, or anchored in some way. It should be noted that the ability to move is dependent on the type of assembly that this circuit inhabits." w_class = ITEMSIZE_NORMAL complexity = 20 // size = 5 @@ -204,6 +204,7 @@ pre_attached_grenade_type = /obj/item/weapon/grenade/explosive origin_tech = list(TECH_ENGINEERING = 3, TECH_DATA = 3, TECH_COMBAT = 10) spawn_flags = null // Used for world initializing, see the #defines above. +<<<<<<< HEAD //CHOMPADDITION: Size Circuit /obj/item/integrated_circuit/manipulation/Size @@ -233,3 +234,5 @@ if(target && istype(target,/mob/living/)) target.resize(size/100) activate_pin(2) +======= +>>>>>>> 860fad8a75... Merge pull request #15043 from ItsSelis/spell-fixes-v2 diff --git a/code/modules/library/hardcode_library/non-fiction/PortedBooks.dm b/code/modules/library/hardcode_library/non-fiction/PortedBooks.dm index 86287503b8..579e2fe5f3 100644 --- a/code/modules/library/hardcode_library/non-fiction/PortedBooks.dm +++ b/code/modules/library/hardcode_library/non-fiction/PortedBooks.dm @@ -44,7 +44,7 @@ Category: Non-Fiction /obj/item/weapon/book/bundle/custom_library/nonfiction/viabilityofcorporategov name = "The Viability of Corporate Government" - desc = "A harbound book titled \"The Viability of Corporate Government\" by Yang Simiao." + desc = "A hardbound book titled \"The Viability of Corporate Government\" by Yang Simiao." description_info = "This book is titled \"The Viability of Corporate Government\" by Yang Simiao. It seems to be an opinion piece on the relationship between corporations and the stations they own." title = "The Viability of Corporate Government" @@ -282,4 +282,4 @@ Category: Non-Fiction - "}) \ No newline at end of file + "}) diff --git a/code/modules/lore_codex/legal_code_data/corporate_regulations.dm b/code/modules/lore_codex/legal_code_data/corporate_regulations.dm index ade1ff83e3..ca0cb919f9 100644 --- a/code/modules/lore_codex/legal_code_data/corporate_regulations.dm +++ b/code/modules/lore_codex/legal_code_data/corporate_regulations.dm @@ -287,7 +287,7 @@ name = "Neglect of Duty" definition = "To fail to meet satisfactory work standards." suggested_punishments = "Demotion at discretion of Superior. Termination at discretion of Station Director." - notes = "This includes accidents, refusing or failing to work, or simply not providing a resonable amount of productivity, when the offender is capable of work. This charge \ + notes = "This includes accidents, refusing or failing to work, or simply not providing a reasonable amount of productivity, when the offender is capable of work. This charge \ is meant to be applied only by Command staff to their subordinates, and not from individual Security Officers." /datum/lore/codex/page/law/deception @@ -301,7 +301,7 @@ name = "Wrongful Dismissal" definition = "To demote, dismiss, terminate, or otherwise reduce a crewmember's rank for no valid, or a knowingly false reason." suggested_punishments = "Demotion. Termination at discretion of Station Director. Notify Central Command." - notes = "An Internal Affairs Agent is required to do an investigation in order to conclude if this has occured or not. Security cannot \ + notes = "An Internal Affairs Agent is required to do an investigation in order to conclude if this has occurred or not. Security cannot \ give this charge out on their own." mandated = TRUE @@ -310,4 +310,4 @@ definition = "To take and use equipment confiscated as evidence or contraband, generally as a member of Security or Command." suggested_punishments = "Demotion of the user. Termination at discretion of Station Director. Return confiscated equipment to evidence storage." notes = "Security shouldn't be using evidence for anything but evidence, and should never use contraband. This is meant for people misusing evidence for personal use. Evidence stolen \ - in order to cover up a crime would fall under Theft or Tampering with Evidence." \ No newline at end of file + in order to cover up a crime would fall under Theft or Tampering with Evidence." diff --git a/code/modules/lore_codex/legal_code_data/sif_law.dm b/code/modules/lore_codex/legal_code_data/sif_law.dm index 05b45d840a..58e62cda2a 100644 --- a/code/modules/lore_codex/legal_code_data/sif_law.dm +++ b/code/modules/lore_codex/legal_code_data/sif_law.dm @@ -20,7 +20,7 @@ /datum/lore/codex/category/law_minor_violations name = "Minor Violations (Law)" data = "Here is a list of the less severe violations of local Sif Law that might occur on your facility. A fax to the Sif Governmental Authority \ - is required to be sent within 24 hours of a violation being comitted, for minor violations listed here." + is required to be sent within 24 hours of a violation being committed, for minor violations listed here." children = list( /datum/lore/codex/page/law/theft, /datum/lore/codex/page/law/assault, @@ -35,7 +35,7 @@ /datum/lore/codex/page/law/assault/add_content() name = "Assault" definition = "To threaten use of physical force against someone while also having the capability and/or intent to carry out that threat." - suggested_punishments = "Seperation of offender from the threatened person. Brig time of 10 minutes for first offense. \ + suggested_punishments = "Separation of offender from the threatened person. Brig time of 10 minutes for first offense. \ Repeat offenders can be brigged for up to (10 minutes times number of previous assault charges). Demotion at discretion of Superior." notes = "Not to be confused with [quick_link("Battery")], which covers actual physical injury. The threat must be viable and serious; \ two people threatening to punch each other out over comms wouldn't fall under this." @@ -150,7 +150,7 @@ definition = "Stealing money that is entrusted to you by a corporation or person." suggested_punishments = "Hold until Transfer. Termination. Reimbursement of embezzled funds. Fax Central Command and VirGov." notes = "This includes funneling Departmental, Facility, or Crew funds into the offender's account. It also includes pocketing \ - transactions directly that are meant to go to a seperate account." + transactions directly that are meant to go to a separate account." mandated = TRUE /datum/lore/codex/page/law/excessive_force/add_content() @@ -168,7 +168,7 @@ definition = "To kill a sapient being without intent." suggested_punishments = "Hold until Transfer, if unjustified. Fax VirGov." notes = "Includes provoked manslaughter, negligent manslaughter, and impassioned killing. The important distinction between this \ - and [quick_link("Murder")] is intent. Manslaughter can be justified if force was nessecary and it was intented to prevent further loss of life or \ + and [quick_link("Murder")] is intent. Manslaughter can be justified if force was necessary and it was intended to prevent further loss of life or \ grievous injury to self or others, however persons involved in the kill will still be required to answer to higher legal authority \ after the shift." mandated = TRUE @@ -282,4 +282,4 @@ notes = "This includes the use of mass bombings, mass murder, releasing harmful biological agents, nuclear weapons, \ radiological weapons, and chemical weapons." mandated = TRUE - ..() \ No newline at end of file + ..() diff --git a/code/modules/lore_codex/legal_code_data/sop.dm b/code/modules/lore_codex/legal_code_data/sop.dm index 10d14b1632..15dd5fdeaf 100644 --- a/code/modules/lore_codex/legal_code_data/sop.dm +++ b/code/modules/lore_codex/legal_code_data/sop.dm @@ -27,7 +27,7 @@ All crew members and visitors, with exceptions listed below, are to wear the following at minimum: A shirt that covers the chest, pants, shorts or skirts that \ go no shorter than two inches above the knee, and some form of foot covering. Those in departments considered to be emergency services (Security, \ Medical, Engineering) should wear a marker denoting their department, examples being armbands, uniforms, badges, or other means. Those in a department \ - are expected to wear clothes appropiate to protect against common risks for the department. Off duty personnel, visitors, and those engaging in certain recreational \ + are expected to wear clothes appropriate to protect against common risks for the department. Off duty personnel, visitors, and those engaging in certain recreational \ areas such as the Pool (if one is available on your facility) have less strict dresscode, however clothing of some form must still be worn in public.\

    \ Exceptions: Skrell, Teshari, and Unathi are expected to cover at minimum their lower bodies. Tajaran males may go topless, as a means to keep cool. \ @@ -41,11 +41,11 @@ less risk to other crew members, if possible.\
    \

    EVA Procedure

    \ - Extravehicular activity should only be done by EVA trained and certified crew members, if there is no emergency. If an emergency is occuring, NanoTrasen \ + Extravehicular activity should only be done by EVA trained and certified crew members, if there is no emergency. If an emergency is occurring, NanoTrasen \ provides high visibility, easy to seal emergency softsuits inside blue emergency lockers located at key locations inside your facility. Regardless, \ for your own safety, you should only enter or exit the facility from designated external airlocks, which contain an air cycling system. It is both \ wasteful and potentially dangerous to 'force' an external airlock to open before cycling has completed. Before cycling out into the void, the person going \ - on EVA should double check that their internal oxygen supply (or cooling system, if they are a synthetic) is functioning properly and that they have an adaquate \ + on EVA should double check that their internal oxygen supply (or cooling system, if they are a synthetic) is functioning properly and that they have an adequate \ amount of oxygen inside the tank. Magnetic boots are also highly suggested if the person will be scaling the sides of your facility, to prevent drifting away \ from the facility.\

    \ diff --git a/code/modules/lore_codex/legal_code_data/sop/security.dm b/code/modules/lore_codex/legal_code_data/sop/security.dm index a41b0fd797..ca52d76529 100644 --- a/code/modules/lore_codex/legal_code_data/sop/security.dm +++ b/code/modules/lore_codex/legal_code_data/sop/security.dm @@ -94,7 +94,7 @@ Weaponry and specialized armor are allowed to be given out to security officers, with clearance from the Warden or Head of Security.\
    \ For Red, Security may have weapons drawn at all times, however properly handling of weapons should not be disregarded. Body armor and \ - helmets are mandatory. Specialized armor may be distributed by the Warden and Head of Security, when appropiate." + helmets are mandatory. Specialized armor may be distributed by the Warden and Head of Security, when appropriate." /datum/lore/codex/page/sop_escalation name = "Escalation of Force" @@ -102,7 +102,7 @@
    \ - Performing resleeving is relatively simple. Nanotrasen maintains body-scan backups of all guests taken when you began your employement, applied for a visa, or at another time. + Performing resleeving is relatively simple. Nanotrasen maintains body-scan backups of all guests taken when you began your employment, applied for a visa, or at another time. These scans are stored in a database maintained by Nanotrasen, and are sent to stations where it may become necessary to put them to use. You can view all the current body scans at the resleeving console. You can also view all current mindstate backups at the console.
    The process of resleeving is simply:
    1. Select a body to create from the body records. This should be the person's original body, or a suitable donor body if none is available.
    2. -
    3. Create the body using either the SynthFab or the growpod. Upon completion, correct any issues with the body (typically slight genetic or other damage will have occured).
    4. +
    5. Create the body using either the SynthFab or the growpod. Upon completion, correct any issues with the body (typically slight genetic or other damage will have occurred).
    6. Place the body into the resleeving pod, and select an appropriate mind to sleeve into the body on the console.
    7. Sleeve the mind into the body, using the console.
    diff --git a/code/modules/vore/eating/vorepanel_vr.dm b/code/modules/vore/eating/vorepanel_vr.dm index 6af3de628a..f067eb861a 100644 --- a/code/modules/vore/eating/vorepanel_vr.dm +++ b/code/modules/vore/eating/vorepanel_vr.dm @@ -1748,7 +1748,7 @@ if(!viable_candidates.len) to_chat(user, "There are no viable candidates around you!") return TRUE - belly_owner = tgui_input_list(user, "Who do you want to recieve the target?", "Select Predator", viable_candidates) + belly_owner = tgui_input_list(user, "Who do you want to receive the target?", "Select Predator", viable_candidates) if(!belly_owner || !(belly_owner in range(1, host))) return TRUE @@ -2439,7 +2439,7 @@ host.vore_selected.shrink_grow_size = (new_grow*0.01) . = TRUE if("b_nutritionpercent") - var/new_nutrition = tgui_input_number(user, "Choose the nutrition gain percentage you will recieve per tick from prey. Ranges from 0.01 to 100.", "Set Nutrition Gain Percentage.", host.vore_selected.nutrition_percent, 100, 0.01) + var/new_nutrition = tgui_input_number(user, "Choose the nutrition gain percentage you will receive per tick from prey. Ranges from 0.01 to 100.", "Set Nutrition Gain Percentage.", host.vore_selected.nutrition_percent, 100, 0.01) if(new_nutrition == null) return FALSE var/new_new_nutrition = CLAMP(new_nutrition, 0.01, 100) diff --git a/ingame_manuals/malf_ai.html b/ingame_manuals/malf_ai.html index 65424f24ed..ff44c57e76 100644 --- a/ingame_manuals/malf_ai.html +++ b/ingame_manuals/malf_ai.html @@ -3,12 +3,12 @@ This guide contains most important OOC information for malfunctioning AIs.

    Goal


    -As malfunctioning AI, your primary goal is to overtake station's systems. To do this, use software "Basic Encryption Hack" on APCs (right click on APC and select Basic Encryption Hack). Please note that hacked APCs have distinctive blue error screen, that tends to attract attention. Rememember that malfunctioning AI is antagonist, so read server rules for antagonists. While hacking APCs is your official goal, feel free to create custom goal, as long as it is fun for everyone.
    +As malfunctioning AI, your primary goal is to overtake station's systems. To do this, use software "Basic Encryption Hack" on APCs (right click on APC and select Basic Encryption Hack). Please note that hacked APCs have distinctive blue error screen, that tends to attract attention. Remember that malfunctioning AI is antagonist, so read server rules for antagonists. While hacking APCs is your official goal, feel free to create custom goal, as long as it is fun for everyone.

    Hardware


    As malfunctioning AI, you may select one hardware piece to help you. Remember that once you select hardware piece, you cannot select another one, so choose wisely! Hardware may be selected by clicking "Select Hardware" button in Hardware tab. Following is list of possible hardware pieces:
    APU Generator - Auxiliary Power Unit which allows you to operate even without external power. However, running on APU will stop your CPU time generation, and temporarily disable most of your abilities. APU is also somewhat vulnerable to physical damage, and will fail if your core hardware integrity drops below 50%.
    -Turrets Focus Enhancer - Removes safeties on installed turrets, boosting their rate of fire, health and enabling nano-regeneration module. This however increases power usage considerably, espicially when regenerating damage.
    +Turrets Focus Enhancer - Removes safeties on installed turrets, boosting their rate of fire, health and enabling nano-regeneration module. This however increases power usage considerably, especially when regenerating damage.
    Secondary Processor Unit - Simple upgrade that increases your CPU time generation by 50%. Useful if you need to speed up your research.
    Secondary Memory Bank - Doubles amount of maximal CPU time you may store. This is useful if you need to use lots of abilities in short amount of time.
    Self-Destruct Explosives - Large blocks of C4 are attached to your physical core. This C4 has 15 second timer, and may be activated by special button that appears in your Hardware tab. This self-destruct will remain active, even if you are destroyed. If timer reaches 0 your core explodes in strong explosion. Obviously, this destroys you, as well as anyone nearby.
    @@ -19,4 +19,4 @@ Software are abilities that have to be unlocked via research menu (Hardware tab) Interdiction - Sabotage-oriented abilities. T1 ability allows you to recall emergency shuttle. Higher level abilities allow you to unlock cyborgs even without access to robotics console, and T4 ability allows you to hack other AIs to slave them under your control.
    Manipulation - Physical-oriented abilities. T1 ability allows you to break few lights, and rarely even APCs. T2 ability allows you to apply upgrade of your choice to camera, or reactivate broken camera. T3 ability allows you to create weak forcefield, that holds air, but won't last for long. And T4 ability allows you to overload machines, detonating them in weak explosion.

    End


    -If you still have some questions, either check the wiki, ask on IRC, or adminhelp and ask your friendly administration staff. \ No newline at end of file +If you still have some questions, either check the wiki, ask on IRC, or adminhelp and ask your friendly administration staff.