Merge branch 'master' into micromechs

This commit is contained in:
Aronai Sieyes
2018-05-10 15:49:03 -04:00
committed by GitHub
327 changed files with 172605 additions and 124722 deletions
+1 -1
View File
@@ -1264,7 +1264,7 @@ var/datum/announcement/minor/admin_min_announcer = new
usr << "<b>AI [key_name(S, usr)]'s laws:</b>"
else if(isrobot(S))
var/mob/living/silicon/robot/R = S
usr << "<b>CYBORG [key_name(S, usr)] [R.connected_ai?"(Slaved to: [R.connected_ai])":"(Independant)"]: laws:</b>"
usr << "<b>CYBORG [key_name(S, usr)] [R.connected_ai?"(Slaved to: [R.connected_ai])":"(Independent)"]: laws:</b>"
else if (ispAI(S))
usr << "<b>pAI [key_name(S, usr)]'s laws:</b>"
else
+2 -2
View File
@@ -365,7 +365,7 @@
icon_state = "da"
/obj/structure/symbol/em
desc = "It looks like the letter 'Y' with an underline."
desc = "It looks kind of like a cup. Specifically, a martini glass."
icon_state = "em"
/obj/structure/symbol/es
@@ -381,7 +381,7 @@
icon_state = "gu"
/obj/structure/symbol/lo
desc = "It looks kind of like a cup. Specifically, a martini glass."
desc = "It looks like the letter 'Y' with an underline."
icon_state = "lo"
/obj/structure/symbol/pr
+1 -1
View File
@@ -64,7 +64,7 @@
//Logs all hrefs
if(config && config.log_hrefs && href_logfile)
href_logfile << "<small>[time2text(world.timeofday,"hh:mm")] [src] (usr:[usr])</small> || [hsrc ? "[hsrc] " : ""][href]<br>"
href_logfile << "[src] (usr:[usr])</small> || [hsrc ? "[hsrc] " : ""][href]"
switch(href_list["_src_"])
if("holder") hsrc = holder
@@ -11,12 +11,14 @@
S["all_underwear_metadata"] >> pref.all_underwear_metadata
S["backbag"] >> pref.backbag
S["pdachoice"] >> pref.pdachoice
S["communicator_visibility"] >> pref.communicator_visibility
/datum/category_item/player_setup_item/general/equipment/save_character(var/savefile/S)
S["all_underwear"] << pref.all_underwear
S["all_underwear_metadata"] << pref.all_underwear_metadata
S["backbag"] << pref.backbag
S["pdachoice"] << pref.pdachoice
S["communicator_visibility"] << pref.communicator_visibility
// Moved from /datum/preferences/proc/copy_to()
/datum/category_item/player_setup_item/general/equipment/copy_to_mob(var/mob/living/carbon/human/character)
@@ -86,6 +88,7 @@
. += "<br>"
. += "Backpack Type: <a href='?src=\ref[src];change_backpack=1'><b>[backbaglist[pref.backbag]]</b></a><br>"
. += "PDA Type: <a href='?src=\ref[src];change_pda=1'><b>[pdachoicelist[pref.pdachoice]]</b></a><br>"
. += "Communicator Visibility: <a href='?src=\ref[src];toggle_comm_visibility=1'><b>[(pref.communicator_visibility) ? "Yes" : "No"]</b></a><br>"
return jointext(.,null)
@@ -139,5 +142,10 @@
if(new_metadata)
set_metadata(underwear, gt, new_metadata)
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["toggle_comm_visibility"])
if(CanUseTopic(user))
pref.communicator_visibility = !pref.communicator_visibility
return TOPIC_REFRESH
return ..()
@@ -8,6 +8,7 @@
S["UI_style_alpha"] >> pref.UI_style_alpha
S["ooccolor"] >> pref.ooccolor
S["tooltipstyle"] >> pref.tooltipstyle
S["client_fps"] >> pref.client_fps
/datum/category_item/player_setup_item/player_global/ui/save_preferences(var/savefile/S)
S["UI_style"] << pref.UI_style
@@ -15,6 +16,7 @@
S["UI_style_alpha"] << pref.UI_style_alpha
S["ooccolor"] << pref.ooccolor
S["tooltipstyle"] << pref.tooltipstyle
S["client_fps"] << pref.client_fps
/datum/category_item/player_setup_item/player_global/ui/sanitize_preferences()
pref.UI_style = sanitize_inlist(pref.UI_style, all_ui_styles, initial(pref.UI_style))
@@ -22,6 +24,7 @@
pref.UI_style_alpha = sanitize_integer(pref.UI_style_alpha, 0, 255, initial(pref.UI_style_alpha))
pref.ooccolor = sanitize_hexcolor(pref.ooccolor, initial(pref.ooccolor))
pref.tooltipstyle = sanitize_inlist(pref.tooltipstyle, all_tooltip_styles, initial(pref.tooltipstyle))
pref.client_fps = sanitize_integer(pref.client_fps, 0, MAX_CLIENT_FPS, initial(pref.client_fps))
/datum/category_item/player_setup_item/player_global/ui/content(var/mob/user)
. = "<b>UI Style:</b> <a href='?src=\ref[src];select_style=1'><b>[pref.UI_style]</b></a><br>"
@@ -29,6 +32,7 @@
. += "-Color: <a href='?src=\ref[src];select_color=1'><b>[pref.UI_style_color]</b></a> <table style='display:inline;' bgcolor='[pref.UI_style_color]'><tr><td>__</td></tr></table> <a href='?src=\ref[src];reset=ui'>reset</a><br>"
. += "-Alpha(transparency): <a href='?src=\ref[src];select_alpha=1'><b>[pref.UI_style_alpha]</b></a> <a href='?src=\ref[src];reset=alpha'>reset</a><br>"
. += "<b>Tooltip Style:</b> <a href='?src=\ref[src];select_tooltip_style=1'><b>[pref.tooltipstyle]</b></a><br>"
. += "<b>Client FPS:</b> <a href='?src=\ref[src];select_client_fps=1'><b>[pref.client_fps]</b></a><br>"
if(can_select_ooc_color(user))
. += "<b>OOC Color:</b> "
if(pref.ooccolor == initial(pref.ooccolor))
@@ -62,11 +66,20 @@
return TOPIC_REFRESH
else if(href_list["select_tooltip_style"])
var/tooltip_style_new = input(user, "Choose tooltip style.", "Character Preference", pref.tooltipstyle) as null|anything in all_tooltip_styles
var/tooltip_style_new = input(user, "Choose tooltip style.", "Global Preference", pref.tooltipstyle) as null|anything in all_tooltip_styles
if(!tooltip_style_new || !CanUseTopic(user)) return TOPIC_NOACTION
pref.tooltipstyle = tooltip_style_new
return TOPIC_REFRESH
else if(href_list["select_client_fps"])
var/fps_new = input(user, "Input Client FPS (1-200, 0 uses server FPS)", "Global Preference", pref.client_fps) as null|num
if(isnull(fps_new) || !CanUseTopic(user)) return TOPIC_NOACTION
if(fps_new < 0 || fps_new > MAX_CLIENT_FPS) return TOPIC_NOACTION
pref.client_fps = fps_new
if(pref.client)
pref.client.fps = fps_new
return TOPIC_REFRESH
else if(href_list["reset"])
switch(href_list["reset"])
if("ui")
@@ -1,26 +0,0 @@
/datum/category_item/player_setup_item/player_global/communicators
name = "Communicators"
sort_order = 4
/datum/category_item/player_setup_item/player_global/communicators/load_preferences(var/savefile/S)
S["communicator_visibility"] >> pref.communicator_visibility
/datum/category_item/player_setup_item/player_global/communicators/save_preferences(var/savefile/S)
S["communicator_visibility"] << pref.communicator_visibility
/datum/category_item/player_setup_item/player_global/communicators/sanitize_preferences()
pref.communicator_visibility = sanitize_integer(pref.communicator_visibility, 0, 1, initial(pref.communicator_visibility))
/datum/category_item/player_setup_item/player_global/communicators/content(var/mob/user)
. += "<b>Communicator Identity:</b><br>"
. += "Visibility: <a href='?src=\ref[src];toggle_comm_visibility=1'><b>[(pref.communicator_visibility) ? "Yes" : "No"]</b></a><br>"
/datum/category_item/player_setup_item/player_global/communicators/OnTopic(var/href,var/list/href_list, var/mob/user)
if(href_list["toggle_comm_visibility"])
if(CanUseTopic(user))
pref.communicator_visibility = !pref.communicator_visibility
return TOPIC_REFRESH
return ..()
@@ -1,6 +1,6 @@
/datum/category_item/player_setup_item/player_global/ooc
name = "OOC"
sort_order = 5
sort_order = 4
/datum/category_item/player_setup_item/player_global/ooc/load_preferences(var/savefile/S)
S["ignored_players"] >> pref.ignored_players
@@ -4,7 +4,7 @@
/datum/category_item/player_setup_item/player_global/media
name = "Media"
sort_order = 6
sort_order = 5
/datum/category_item/player_setup_item/player_global/media/load_preferences(var/savefile/S)
S["media_volume"] >> pref.media_volume
@@ -46,6 +46,12 @@
path = /obj/item/weapon/book/codex/corp_regs
cost = 0
*/
/datum/gear/utility/robutt
display_name = "a buyer's guide to artificial bodies"
path = /obj/item/weapon/book/codex/lore/robutt
cost = 0
/datum/gear/utility/folder_blue
display_name = "folder, blue"
path = /obj/item/weapon/folder/blue
@@ -73,8 +73,10 @@
if(!(path in negative_traits))
pref.neg_traits -= path
if(!pref.custom_base || !(pref.custom_base in custom_species_bases))
pref.custom_base = "Human"
if(pref.species == pref.custom_base && pref.species != SPECIES_CUSTOM)
// Allowed!
else if(!pref.custom_base || !(pref.custom_base in custom_species_bases))
pref.custom_base = SPECIES_HUMAN
/datum/category_item/player_setup_item/vore/traits/copy_to_mob(var/mob/living/carbon/human/character)
character.custom_species = pref.custom_species
@@ -148,8 +150,11 @@
return TOPIC_REFRESH
else if(href_list["custom_base"])
var/text_choice = input("Pick an icon set for your species:","Icon Base") in custom_species_bases
if(text_choice in custom_species_bases)
var/list/choices = custom_species_bases
if(pref.species != SPECIES_CUSTOM)
choices = (choices | pref.species)
var/text_choice = input("Pick an icon set for your species:","Icon Base") in choices
if(text_choice in choices)
pref.custom_base = text_choice
return TOPIC_REFRESH_UPDATE_PREVIEW
+1
View File
@@ -22,6 +22,7 @@ datum/preferences
var/UI_style_color = "#ffffff"
var/UI_style_alpha = 255
var/tooltipstyle = "Midnight" //Style for popup tooltips
var/client_fps = 0
//character preferences
var/real_name //our character's name
+24 -2
View File
@@ -99,11 +99,33 @@
)
//"Spider" = 'icons/mob/species/spider/mask_vr.dmi' Add this later when they have custom mask sprites and everything.
//Switch to taur sprites if a taur equips
/obj/item/clothing/suit
var/taurized = FALSE //Easier than trying to 'compare icons' to see if it's a taur suit
/obj/item/clothing/suit/equipped(var/mob/user, var/slot)
var/normalize = TRUE
//Pyramid of doom-y. Improve somehow?
if(!taurized && slot == slot_wear_suit && ishuman(user))
var/mob/living/carbon/human/H = user
if(isTaurTail(H.tail_style))
var/datum/sprite_accessory/tail/taur/taurtail = H.tail_style
if(taurtail.suit_sprites && (get_worn_icon_state(slot_wear_suit_str) in icon_states(taurtail.suit_sprites)))
icon_override = taurtail.suit_sprites
normalize = FALSE
taurized = TRUE
if(normalize && taurized)
icon_override = initial(icon_override)
taurized = FALSE
return ..()
// Taur suits need to be shifted so its centered on their taur half.
// TODO - Instead of just assuming this junk, shift some of the data onto the taur tail datum.
/obj/item/clothing/suit/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
var/image/standing = ..()
if(icon_override && icon_override == 'icons/mob/taursuits_vr.dmi')
if(taurized) //Special snowflake var on suits
standing.pixel_x = -16
standing.layer = BODY_LAYER + 15 // 15 is above tail layer, so will not be covered by taurbody.
return standing
@@ -0,0 +1,42 @@
/obj/item/clothing/shoes/griffin
name = "griffon boots"
desc = "A pair of costume boots fashioned after bird talons."
icon_state = "griffinboots"
item_state = "griffinboots"
icon = 'icons/obj/clothing/shoes_vr.dmi'
icon_override = 'icons/mob/feet_vr.dmi' // This appends "_r" "_l" to icon state
/obj/item/clothing/shoes/bhop
name = "jump boots"
desc = "A specialized pair of combat boots with a built-in propulsion system for rapid foward movement."
icon_state = "jetboots"
item_state = "jetboots"
icon = 'icons/obj/clothing/shoes_vr.dmi'
icon_override = 'icons/mob/feet_vr.dmi' // This appends "_r" "_l" to icon state
// resistance_flags = FIRE_PROOF
action_button_name = "Activate Jump Boots"
permeability_coefficient = 0.05
var/jumpdistance = 5 //-1 from to see the actual distance, e.g 4 goes over 3 tiles
var/jumpspeed = 3
var/recharging_rate = 60 //default 6 seconds between each dash
var/recharging_time = 0 //time until next dash
// var/jumping = FALSE //are we mid-jump? We have no throw_at callback, so we have to check user.throwing.
/obj/item/clothing/shoes/bhop/ui_action_click()
var/mob/living/user = loc
if(!isliving(user))
return
if(user.throwing)
return // User is already being thrown
if(recharging_time > world.time)
to_chat(user, "<span class='warning'>The boot's internal propulsion needs to recharge still!</span>")
return
var/atom/target = get_edge_target_turf(user, user.dir) //gets the user's direction
playsound(src, 'sound/effects/stealthoff.ogg', 50, 1, 1)
user.visible_message("<span class='warning'>[user] dashes forward into the air!</span>")
user.throw_at(target, jumpdistance, jumpspeed)
recharging_time = world.time + recharging_rate
@@ -32,300 +32,6 @@
SPECIES_VOX = 'icons/mob/species/vox/suit.dmi'
)
/obj/item/clothing/suit/space/rig
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(icon_state == "security_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-horse_sealed" //They have to toggle the chest piece off then on again for this to show up.
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "security_rig_sealed"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "engineering_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "engineering_rig_sealed"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "science_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "science_rig_sealed"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "medical_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "medical_rig_sealed"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "security_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "breacher_rig_cheap-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "security_rig"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "engineering_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "industrial_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "engineering_rig"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "science_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-wolf_sealed"
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "science_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "science_rig"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "medical_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "medical_rig"
pixel_x = 0
update_icon()
return 1
else
return 1
/obj/item/clothing/suit/space/rig/ce
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(icon_state == "ce_rig")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-naga"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "ce_rig"
pixel_x = 0
update_icon()
return 1
else if(icon_state == "ce_rig_sealed")
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-horse_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-wolf_sealed"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "ce_rig-naga_sealed"
pixel_x = -16
update_icon()
return 1
else
icon = 'icons/obj/clothing/suits.dmi'
icon_override = null
icon_state = "ce_rig_sealed"
pixel_x = 0
update_icon()
return 1
else
return 1
/obj/item/clothing/head/helmet/space/rig
phoronproof = 1
/obj/item/clothing/gloves/gauntlets/rig
@@ -73,298 +73,3 @@
// This variable is normally used to set the icon_override when the suit is refitted,
// however the species spritesheet now means we no longer need that anyway!
sprite_sheets_refit = list()
/obj/item/clothing/suit/space/void/merc/taur
name = "taur specific blood-red voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "syndie-horse"
item_state = "syndie-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "syndie-wolf"
item_state = "syndie-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "syndie-naga"
item_state = "syndie-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/medical/taur
name = "taur specific medical voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical-horse"
item_state = "medical-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical-wolf"
item_state = "medical-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medical-naga"
item_state = "medical-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/medical/alt/taur
name = "taur specific streamlined medical voidsuit"
desc = "A more recent model of Vey-Med voidsuit, featuring the latest in radiation shielding technology. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medicalalt-horse"
item_state = "medicalalt-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medicalalt-wolf"
item_state = "medicalalt-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "medicalalt-naga"
item_state = "medicalalt-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/engineering/taur
name = "taur specific engineering voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "engineering-horse"
item_state = "engineering-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "engineering-wolf"
item_state = "engineering-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "engineering-naga"
item_state = "engineering-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/security/taur
name = "taur specific security voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "security-horse"
item_state = "security-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "security-wolf"
item_state = "security-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "security-naga"
item_state = "security-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/security/alt/taur
name = "taur specific riot security voidsuit"
desc = "A heavily armored voidsuit. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
armor = list(melee = 70, bullet = 20, laser = 30, energy = 5, bomb = 35, bio = 100, rad = 10)
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityalt-horse"
item_state = "securityalt-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityalt-wolf"
item_state = "securityalt-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityalt-naga"
item_state = "securityalt-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/security/riot/taur
name = "taur specific crowd control voidsuit"
desc = "A high-tech space suit. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityriot-horse"
item_state = "securityriot-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityriot-wolf"
item_state = "securityriot-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "securityriot-naga"
item_state = "securityriot-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/atmos/taur
name = "taur specific atmospherics voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "atmos-horse"
item_state = "atmos-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "atmos-wolf"
item_state = "atmos-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "atmos-naga"
item_state = "atmos-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/suit/space/void/mining/taur
name = "taur specific mining voidsuit"
desc = "A high-tech space suit. It says has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "mining-horse"
item_state = "mining-horse"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "mining-wolf"
item_state = "mining-wolf"
pixel_x = -16
update_icon()
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "mining-naga"
item_state = "mining-naga"
pixel_x = -16
update_icon()
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
+3 -8
View File
@@ -16,20 +16,15 @@
name = "wolf-taur armor vest"
desc = "An armored vest that protects against some damage. It appears to be created for a wolf-taur."
species_restricted = null //Species restricted since all it cares about is a taur half
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "heavy_wolf_armor"
item_state = "heavy_wolf_armor"
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
if(icon_state == "serdy_armor") //This is to prevent Serdy's custom armor from turning into heavy_wolf_armor
return ..()
icon_override = 'icons/mob/taursuits_vr.dmi' //Just in case
icon_state = "heavy_wolf_armor" //Just in case
pixel_x = -16
return ..()
else
H << "<span class='warning'>You need to have a wolf-taur half to wear this.</span>"
to_chat(H,"<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
return 0
// HoS armor improved by Vorestation to be slightly better than normal security stuff.
-101
View File
@@ -1,101 +0,0 @@
//Biosuits for use with taurs (Currently only nagas)
//Virology biosuit, green stripe
/obj/item/clothing/suit/bio_suit/virology/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bioviro-naga"
item_state = "bioviro-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
//Security biosuit, grey with red stripe across the chest
/obj/item/clothing/suit/bio_suit/security/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "biosec-naga"
item_state = "biosec-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
//Janitor's biosuit, grey with purple arms
/obj/item/clothing/suit/bio_suit/janitor/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "biojan-naga"
item_state = "biojan-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
//Scientist's biosuit, white with a pink-ish hue
/obj/item/clothing/suit/bio_suit/scientist/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "biosci-naga"
item_state = "biosci-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
//CMO's biosuit, blue stripe
/obj/item/clothing/suit/bio_suit/cmo/taur
name = "taur specific bio suit"
desc = "A suit that protects against biological contamination. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
flags_inv = HIDEGLOVES|HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null //Species restricted since all it cares about is a taur half
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "biocmo-naga"
item_state = "biocmo-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
-127
View File
@@ -1,130 +1,3 @@
/*
* Contains:
* Bomb protection
* Radiation protection
*/
/*
* Bomb protection
*/
/obj/item/clothing/suit/bomb_suit/taur
name = "taur specific bomb suit"
desc = "A suit designed for safety when handling explosives. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
slowdown = 2
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 100, bio = 0, rad = 0)
flags_inv = HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
heat_protection = UPPER_TORSO|LOWER_TORSO
max_heat_protection_temperature = ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE
siemens_coefficient = 0
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-horse"
item_state = "bombsuit-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-wolf"
item_state = "bombsuit-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-naga"
item_state = "bombsuit-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/obj/item/clothing/head/bomb_hood/security
icon_state = "bombsuitsec"
body_parts_covered = HEAD
/obj/item/clothing/suit/bomb_suit/taur/security
allowed = list(/obj/item/weapon/gun/energy,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-horse"
item_state = "bombsuit-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-wolf"
item_state = "bombsuit-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "bombsuit-naga"
item_state = "bombsuit-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
/*
* Radiation protection
*/
/obj/item/clothing/suit/radiation/taur
name = "taur specific radiation suit"
desc = "A suit that protects against radiation. Label: Made with lead, do not eat insulation. It has a sticker saying one size fits all taurs on it. Below the sticker, it states that it only fits horses, wolves, and naga taurs."
w_class = ITEMSIZE_LARGE//bulky item
gas_transfer_coefficient = 0.90
permeability_coefficient = 0.50
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS|HANDS|FEET
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/emergency/oxygen,/obj/item/clothing/head/radiation,/obj/item/clothing/mask/gas)
slowdown = 1.5
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 60, rad = 100)
flags_inv = HIDEJUMPSUIT|HIDETAIL|HIDETIE|HIDEHOLSTER
species_restricted = null
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/horse))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "radsuit-horse"
item_state = "radsuit-horse"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "radsuit-wolf"
item_state = "radsuit-wolf"
pixel_x = -16
return 1
else if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/naga))
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "radsuit-naga"
item_state = "radsuit-naga"
pixel_x = -16
return 1
else
H << "<span class='warning'>You need to have a horse, wolf, or naga half to wear this.</span>"
return 0
-11
View File
@@ -47,17 +47,6 @@
#define GEAR_EVA 15
/var/list/economic_species_modifier = list(
/datum/species/human = 10,
/datum/species/human/vatgrown = 10,
/datum/species/skrell = 12,
/datum/species/unathi = 7,
/datum/species/tajaran = 7,
/datum/species/teshari = 6,
/datum/species/diona = 4,
/datum/species/shapeshifter/promethean = 3
)
//---- The following corporations are friendly with NanoTrasen and loosely enable trade and travel:
//Corporation NanoTrasen - Generalised / high tech research and phoron exploitation.
//Corporation Vessel Contracting - Ship and station construction, materials research.
+1 -13
View File
@@ -26,19 +26,7 @@
// gas_choices += "volatile_fuel" // Dangerous and no default atmos setup!
gas_type = pick(gas_choices)
// Assemble areas that all exists (See DM reference if you are confused about loop labels)
var/list/area/grand_list_of_areas = list()
looping_station_areas:
for(var/parentpath in global.the_station_areas)
// Check its not excluded
for(var/excluded_path in excluded)
if(ispath(parentpath, excluded_path))
continue looping_station_areas
// Otherwise add it and all subtypes that exist on the map to our grand list
for(var/areapath in typesof(parentpath))
var/area/A = locate(areapath) // Check if it actually exists
if(istype(A) && A.z in using_map.player_levels)
grand_list_of_areas += A
var/list/area/grand_list_of_areas = get_station_areas(excluded)
// Okay, now lets try and pick a target! Lets try 10 times, otherwise give up
for(var/i in 1 to 10)
+33
View File
@@ -0,0 +1,33 @@
/datum/event/electrified_door
var/obj/machinery/door/airlock/chosen_door
var/list/area/excluded = list(
/area/shuttle,
/area/crew_quarters
)
/datum/event/electrified_door/setup()
var/list/area/grand_list_of_areas = get_station_areas(excluded)
//try 10 times
for(var/i in 1 to 10)
var/area/A = pick(grand_list_of_areas)
var/list/obj/machinery/door/airlock/target_doors = list()
for(var/obj/machinery/door/airlock/target_door in A.contents)
target_doors += target_door
target_doors = shuffle(target_doors)
for(var/obj/machinery/door/airlock/target_door in target_doors)
if(!target_door.isElectrified() && target_door.arePowerSystemsOn() && target_door.maxhealth == target_door.health)
chosen_door = target_door
return
/datum/event/electrified_door/start()
if(!chosen_door)
return
chosen_door.set_safeties(0)
if(severity >= EVENT_LEVEL_MODERATE)
chosen_door.electrify(-1)
chosen_door.lock()
chosen_door.health = chosen_door.maxhealth / 6
chosen_door.aiControlDisabled = 1
chosen_door.update_icon()
+44
View File
@@ -0,0 +1,44 @@
/datum/event/escaped_slimes
announceWhen = 90
endWhen = 90 + 15 + 1
var/spawncount
var/list/possible_slimes = list(
/mob/living/simple_animal/slime/purple,
/mob/living/simple_animal/slime/orange,
/mob/living/simple_animal/slime/metal,
/mob/living/simple_animal/slime/yellow,
/mob/living/simple_animal/slime/dark_purple,
/mob/living/simple_animal/slime/silver,
/mob/living/simple_animal/slime/ruby,
/mob/living/simple_animal/slime/cerulean,
/mob/living/simple_animal/slime/red,
/mob/living/simple_animal/slime/green,
/mob/living/simple_animal/slime/pink,
/mob/living/simple_animal/slime/gold,
/mob/living/simple_animal/slime/oil,
/mob/living/simple_animal/slime/emerald,
)
/datum/event/escaped_slimes/setup()
announceWhen = rand(announceWhen, announceWhen + 60)
spawncount = rand(2 * severity, 4 * severity) //spiderlings only have a 50% chance to grow big and strong
/datum/event/escaped_slimes/announce()
command_announcement.Announce("Unidentified lifesigns detected coming aboard [station_name()]. Secure any exterior access, including ducting and ventilation.", "Lifesign Alert", new_sound = 'sound/AI/aliens.ogg')
sleep(15)
command_announcement.Announce("The previously unidentified lifesigns have been identified as escaped slimes from Xenobiology. Secure any exterior access, including ducting and ventilation, taking care to return the slimes to their proper confinement.", "Lifesign Alert")
/datum/event/escaped_slimes/start()
var/list/vents = list()
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in world)
if(temp_vent.network && temp_vent.loc.z in using_map.station_levels) //borrowed from spiders event, but it works. Distribute the slimes only in rooms with vents
vents += temp_vent
while((spawncount > 0) && vents.len)
var/obj/vent = pick(vents)
var/slime_type = pick(possible_slimes)
new slime_type(vent.loc, 1)
vents -= vent
spawncount--
+16 -12
View File
@@ -1,20 +1,24 @@
datum/event/wallrot/setup()
/datum/event/wallrot
var/turf/simulated/wall/center
/datum/event/wallrot/setup()
announceWhen = rand(0, 300)
endWhen = announceWhen + 1
datum/event/wallrot/announce()
command_announcement.Announce("Harmful fungi detected on the colony. Station structures may be contaminated.", "Biohazard Alert")
// 100 attempts
for(var/i=0, i<100, i++)
var/turf/candidate = locate(rand(1, world.maxx), rand(1, world.maxy), 1)
if(istype(candidate, /turf/simulated/wall))
center = candidate
return 1
return 0
datum/event/wallrot/start()
/datum/event/wallrot/announce()
if(center)
command_announcement.Announce("Harmful fungi detected on the colony nearby [center.loc.name]. Station structures may be contaminated.", "Biohazard Alert")
/datum/event/wallrot/start()
spawn()
var/turf/simulated/wall/center = null
// 100 attempts
for(var/i=0, i<100, i++)
var/turf/candidate = locate(rand(1, world.maxx), rand(1, world.maxy), 1)
if(istype(candidate, /turf/simulated/wall))
center = candidate
if(center)
// Make sure at least one piece of wall rots!
center.rot()
+73
View File
@@ -0,0 +1,73 @@
/datum/event/window_break
var/obj/structure/window/chosen_window
var/list/obj/structure/window/collateral_windows
var/turf/chosen_location
var/list/area/excluded = list(
/area/shuttle,
/area/crew_quarters
)
/datum/event/window_break/setup()
var/list/area/grand_list_of_areas = get_station_areas(excluded)
//try 10 times
for(var/i in 1 to 10)
var/area/A = pick(grand_list_of_areas)
var/list/obj/structure/window/possible_target_windows = list()
for(var/obj/structure/window/target_window in A.contents)
possible_target_windows += target_window
possible_target_windows = shuffle(possible_target_windows)
for(var/obj/structure/window/target_window in possible_target_windows)
//if() don't have any conditions, for isn't strictly necessary
chosen_window = target_window
chosen_location = chosen_window.loc
collateral_windows = gather_collateral_windows(chosen_window)
announceWhen = (collateral_windows.len + 1) * 20
endWhen = announceWhen + 1
return
//TL;DR: breadth first search for all connected turfs with windows
/datum/event/window_break/proc/gather_collateral_windows(var/obj/structure/window/target_window)
var/list/turf/frontier_set = list(target_window.loc)
var/list/obj/structure/window/result_set = list()
var/list/turf/explored_set = list()
while(frontier_set.len > 0)
var/turf/current = frontier_set[1]
frontier_set -= current
explored_set += current
var/contains_windows = 0
for(var/obj/structure/window/to_add in current.contents)
contains_windows = 1
result_set += to_add
if(contains_windows)
//add adjacent turfs to be checked for windows as well
var/turf/neighbor = locate(current.x + 1, current.y, current.z)
if(!(neighbor in frontier_set) && !(neighbor in explored_set))
frontier_set += neighbor
neighbor = locate(current.x - 1, current.y, current.z)
if(!(neighbor in frontier_set) && !(neighbor in explored_set))
frontier_set += neighbor
neighbor = locate(current.x, current.y + 1, current.z)
if(!(neighbor in frontier_set) && !(neighbor in explored_set))
frontier_set += neighbor
neighbor = locate(current.x, current.y - 1, current.z)
if(!(neighbor in frontier_set) && !(neighbor in explored_set))
frontier_set += neighbor
return result_set
/datum/event/window_break/start()
if(!chosen_window)
return
chosen_window.shatter(0)
for(var/obj/structure/window/current_collateral in collateral_windows)
sleep(rand(1,20))
current_collateral.take_damage(current_collateral.health - (current_collateral.maxhealth / 5)) //set to 1/5th health
/datum/event/window_break/announce()
command_announcement.Announce("Structural integrity of windows at [chosen_location.loc.name] is failing. Immediate repair or replacement is advised.", "Structural Alert")
+9
View File
@@ -0,0 +1,9 @@
/datum/event/wormholes
startWhen = 0
endWhen = 80
/datum/event/wormholes/start()
wormhole_event()
/datum/event/wormholes/end()
command_announcement.Announce("There are no more space-time anomalies detected on the station.", "Anomaly Alert")
+4 -4
View File
@@ -870,7 +870,7 @@
set_trait(TRAIT_YIELD,3)
set_trait(TRAIT_POTENCY,1)
set_trait(TRAIT_PRODUCT_ICON,"vine")
set_trait(TRAIT_PRODUCT_COLOUR,"#326B30")
set_trait(TRAIT_PRODUCT_COLOUR,"#3D8C3A")
set_trait(TRAIT_PLANT_COLOUR,"#257522")
set_trait(TRAIT_PLANT_ICON,"vine2")
set_trait(TRAIT_FLESH_COLOUR,"#F22C2C")
@@ -892,9 +892,9 @@
set_trait(TRAIT_PRODUCTION,6)
set_trait(TRAIT_YIELD,3)
set_trait(TRAIT_POTENCY,10)
set_trait(TRAIT_PRODUCT_ICON,"vine")
set_trait(TRAIT_PRODUCT_COLOUR,"#B4D4B9")
set_trait(TRAIT_PLANT_COLOUR,"#BAE8C1")
set_trait(TRAIT_PRODUCT_ICON,"vine2")
set_trait(TRAIT_PRODUCT_COLOUR,"#DBAC02")
set_trait(TRAIT_PLANT_COLOUR,"#21661E")
set_trait(TRAIT_PLANT_ICON,"vine2")
set_trait(TRAIT_WATER_CONSUMPTION, 6)
@@ -168,6 +168,8 @@
else if(ispath(build_type, /obj/item/integrated_circuit))
var/obj/item/integrated_circuit/IC = build_type
cost = initial(IC.w_class)
else
return
if(metal - cost < 0)
to_chat(usr, "<span class='warning'>You need [cost] metal to build that!.</span>")
@@ -20,7 +20,7 @@
/obj/item/integrated_circuit/input/button/ask_for_input(mob/user) //Bit misleading name for this specific use.
to_chat(user, "<span class='notice'>You press the button labeled '[src.name]'.</span>")
to_chat(user, "<span class='notice'>You press the button labeled '[src.displayed_name]'.</span>")
activate_pin(1)
/obj/item/integrated_circuit/input/toggle_button
@@ -38,7 +38,7 @@
set_pin_data(IC_OUTPUT, 1, !get_pin_data(IC_OUTPUT, 1))
push_data()
activate_pin(1)
to_chat(user, "<span class='notice'>You toggle the button labeled '[src.name]' [get_pin_data(IC_OUTPUT, 1) ? "on" : "off"].</span>")
to_chat(user, "<span class='notice'>You toggle the button labeled '[src.displayed_name]' [get_pin_data(IC_OUTPUT, 1) ? "on" : "off"].</span>")
/obj/item/integrated_circuit/input/numberpad
name = "number pad"
+7
View File
@@ -25,6 +25,13 @@
icon_state = "codex"
root_type = /datum/lore/codex/category/main_virgo_lore
/obj/item/weapon/book/codex/lore/robutt
name = "A Buyer's Guide to Artificial Bodies"
desc = "Recommended reading for the newly cyborgified, new positronics, and the upwardly-mobile FBP."
icon_state = "codex_robutt"
root_type = /datum/lore/codex/category/main_robutts
/obj/item/weapon/book/codex/lore/news
name = "Daedalus Pocket Newscaster"
desc = "A regularly-updating compendium of articles on current events. Essential for new arrivals in the Vir system and anyone interested in politics."
@@ -0,0 +1,85 @@
/datum/lore/codex/category/pros_by_brand
name = "Prosthetics By Brand"
data = "Here you'll find our analysis of the most popular and noteworthy brands of prosthetics. These analyses are performed by industry experts unconnected to the corporations and other entities responsible for the following designs."
children = list(
/datum/lore/codex/page/robo_unbranded,
/datum/lore/codex/page/robo_cyber,
/datum/lore/codex/page/robo_nt,
/datum/lore/codex/page/robo_wt,
/datum/lore/codex/page/robo_heph,
/datum/lore/codex/page/robo_xion,
/datum/lore/codex/page/robo_grayson,
/datum/lore/codex/page/robo_morph,
/datum/lore/codex/page/robo_bishop,
/datum/lore/codex/page/robo_zh,
/datum/lore/codex/page/robo_veymed,
)
/datum/lore/codex/page/robo_unbranded
name = "\"Unbranded\""
data = "Based on hundreds of years of open-source development, \"Unbranded\" prosthetics are a low-price powered prosthesis option available throughout human space, even in the most desolate or newly settled systems. Occasionally, a popular unbranded design will be taken down due to claims of copyright infringement, but a new one invariably springs back up within a few months. Because Unbranded designs have a very loosely structured development process, bugs inevitably crop up, leading to a reputation for unreliability.\
<br><br>\
Unbranded prosthetics are extremely inexpensive but are sought out by those seriously dedicated to the Unbranded ethos. Due to their open-sourced nature, Unbranded prosthetics run the gamut of quality and style, though it's safe to assume that they're relatively poorly made. The ones that last longest on the Exonet tend to be glitchy; those that function are often removed on claims of copyright infringement."
/datum/lore/codex/page/robo_cyber
name = "Cyber Solutions"
data = "Morpheus Cyberkinetics makes the cheapest functioning prosthetics on the market. Cyber Solutions makes the cheapest prosthetics, period. Notoriously buggy and poorly-constructed, Cyber Solutions has been the target of a number of class action lawsuits by positronics whose bodies had literally fallen apart on them. While their quality has improved slightly since their most recent lawsuit, Cyber Solutions parts remain so low-quality that the company refuses to use them for their own low-price drone lines. Some tinkerers have managed to improve the parts far beyond the factory quality, and in some Mercurial subgroups Cyber Solutions modding is considered an art form.\
<br><br>\
Cyber Solutions prosthetics are only recommended for the truly destitute and dedicated tinkers."
/datum/lore/codex/page/robo_nt
name = "NanoTrasen"
data = "A fairly unremarkable prosthetic design, NanoTrasen health plans provide these as part of their famous corporate medical insurance. These are also provided to NanoTrasen-produced positronics at the end of their indenture and are considered fairly high quality for entry-level prosthesis. Outside of NanoTrasen facilities, NanoTrasen-brand prosthetics are fairly rare and not often sought out-- NanoTrasen's grey-black prosthetics are a visual sign of association with the company itself.\
<br><br>\
NanoTrasen prosthetics are a solid choice for any NanoTrasen employee. They're easy to come across in the event of a workplace accident and comfortable enough that many never feel the need to upgrade."
/datum/lore/codex/page/robo_wt
name = "Ward-Takahashi GMB"
data = "The manufacturing giant's prosthetic line is functionally quite similar to Nanotrasen, but is directed at the consumer market and cheaper than Nanotrasen's own product. Aesthetically, of course, they are worlds apart, trading Nanotrasen's black gunmetal for rounded white plastic. The design endeavors to avoid the \"uncanny valley\" that plagues humaniform robot designs, by abstracting away the human shape into a series of connected ovals. Artists debate whether or not it succeeds, while normal people are more concerned with WT's tendency to accrue dirt and scratches with hard use.\
<br><br>\
Ward-Takahashi is popular through all economic classes, from poor to wealthy. Though it takes more wear-and-tear from heavy labor than dedicated industrial chassis, some use it for these tasks regardless."
/datum/lore/codex/page/robo_heph
name = "Hephaestus Industries"
data = "Hephaestus joined the civilian prosthetic market in earnest after the First Contact War. Wartime amputees and fully-prosthetic Mechanized Division veterans found themselves looking for the Hephaestus parts that they had access to during the conflict. Hephaestus responded by producing the first civilian model of their rugged green prosthetics, leveraging their ties with SolGov to offer discounts to many of those returning from war. HI-Civilian is not quite as durable or easily maintained as the military model, to conform with most systems' legal restrictions on the capacities of prosthetic limbs, but maintains an unmatched reputation for resilience to damage and ease of repair.\
<br><br>\
Hephaestus prosthetics are somewhat expensive, but are a reasonable investment for many of average or above economic status. It has sufficient manual dexterity for most tasks, without sacrificing the rugged durability that made the brand popular."
/datum/lore/codex/page/robo_xion
name = "Xion Manufacturing Group"
data = "Xion's prosthetic designs are normally seen fairly rarely outside of Xion's extensive mining facilities, but have managed to proliferate because of the sheer number of positronics it creates and employs. Xion's limbs are cheap and rugged, but come with a number of drawbacks. Even positronic users complain about Xion's lack of sensitivity, but more problematic still is Xion's habit of leasing out their prosthetics as they do the rest of their equipment. Most people find the idea of not owning their own body extremely distressing, and because of this (and because Xion spearheads most anti-Unbranded lawsuits) Xion and Xion-like prosthetic designs are frequently available on pirate sites.\
<br><br>\
Xion prosthetics are most appropriate for the poor and underpaid. More wealthy people, and those whose jobs require precision works, are encouraged to pick a more open brand."
/datum/lore/codex/page/robo_grayson
name = "Grayson Manufacturing"
data = "Grayson is a new entrant into the prosthetics market. Their debut line is a rugged design built using polymers and alloys originally developed for Wulf Aeronautics, giving their parts a reputation for extremely solid construction. Unfortunately, the use of high-density materials in the construction process gives them an uncomfortable weight, something that Grayson has promised to correct in their next release. The parts are fairly cheap, but require a robotics specialist to put them together by hand before they're ready for use.\
<br><br>\
Grayson parts are appropriate for those of any income class, so long as they are willing to deal with the design's unwieldiness. This makes them most popular for those involved in construction or other manual labor, and some in police and private security have taken to using Grayson as a \"discount Hephaestus\"."
/datum/lore/codex/page/robo_morph
name = "Morpheus Cyberkinetics"
data = "One of the two TSCs with the most investment in the prosthetics market, Morpheus' design ethos sets them far apart from Bishop Cybernetics. Morpheus chassis are supposed to be the cheapest and most streamlined prosthetic bodies imaginable. Due to their minimalist construction methods, the chassis is often called 'skeletal' or 'insectoid', the parts often remaining unpainted, with wiring being run externally, rather than through the joints. Morpheus was also the first company to pioneer the now-popular \"monitorhead\" design, replacing time and material-intensive facial sculpting with a single mass-produced monitor.\
<br><br>\
Morpheus prosthetics are a popular choice for the positronic underclass. Richer synthetics usually upgrade to a more aesthetically pleasing design, while most humans find the distinctly inhuman sensory response from Morpheus products unnerving."
/datum/lore/codex/page/robo_bishop
name = "Bishop Cybernetics"
data = "Bishop is the other big-name prosthesis manufacturer. Despite their obviously mechanical appearance, Bishop products have a range of sensation rivaling that of Vey Medical, with proponents calling it even more comfortable and responsive. Simply occupying a Bishop chassis gives some the same sort of sensation one would get from a fast, well-maintained car or aircraft. Bishop products are most commonly sold in \"boutiques\" found throughout the richer regions of human space, and are custom-fit for the end-user's specifications.Externally, Bishop prosthetics have a distinctive chrome or airbrushed aluminum design, with carefully fitted blue lighting.\
<br><br>\
Bishop's exclusivity leads to them being most common among the wealthy, although upper-middle class technophiles have been known to invest in a high-quality prosthetic. \"Knock-offs\", usually chrome-plated NanoTrasen prosthetics with painted-on lines, are sometimes worn by poseurs."
/datum/lore/codex/page/robo_zh
name = "Zeng-Hu Pharmaceuticals"
data = "Zeng-Hu produces most of the \"lifelike\" prosthetics on the market. Unfortunately for those looking to return to their lives after a catastrophic accident, Zeng-Hu only maintains its profit margins on this product line by cutting corners. Zeng-Hu synthskin is significantly thicker than human skin and has been described as \"rubbery\". Zeng-Hu bodies also have obvious seam lines at the joints to lessen the structural stress on the synthskin covering. Additionally, Zeng-Hu standard facial sculpts all look fairly similar, though custom orders often avoid this problem. Nonetheless, ZH parts are the only option most people have for lifelike prosthetic limbs, and are lifelike enough to pass for human to casual inspection.\
<br><br>\
Zeng-Hu is available to individuals of average means and is a popular choice for drones designed for social interaction, who will probably have been paid for by their creators."
/datum/lore/codex/page/robo_veymed //the deed is done
name = "Vey-Medical"
data = "The most advanced humanoid prosthetic on the market, Vey-Med prides itself on its highly realistic synthskin, near-seamlessly integrated with the most sensitive tactile suite yet created (aside from that of Bishop, with whom they have a long-running friendly rivalry). Vey-Med seeks to be indistinguishable from a human body by both outside observers and by the patient themself, a point at which it succeeds handily.\
The main downside to Vey-Med is its incredibly high pricetag-- easily comparable with that of a large house. Every Vey-Med piece is custom-sculpted for its individual owner, usually based on scans of the owner's previous body or the owner's family. Vey-Med also requires regular maintenance, lest the partially-organic synthskin that coats each piece begin to rot.\
Many nouveau riche and lottery winners have splurged on a Vey-Med chassis, only to discover that they couldn't keep it maintained. Such individuals contribute to the large and semi-legal market of second, third, and fourth-hand Vey-Med chasses, which are cheaper than a store-bought one, but not by very much. Vey-Medical forbids resale of its prosthetics line, and works hard to shut down illicit sales. Potential buyers of a pre-owned Vey-Medical chassis should avoid deals that seem too good to be true, lest they discover that their new body is a Zeng-Hu with a layer of epoxy.\
<br><br>\
Vey-Med bodies are only accessible to the extremely wealthy, almost exclusively humans. Positronics find them unsettling in much the same way humans do Morpheus, and the idea of putting a drone in a Vey-Med body, if not a crude joke, is utterly ridiculous to anyone with any sort of sense. They are absolutely inappropriate for manual labor or combat, being fragile and usually fairly weak compared to other prosthetics."
@@ -0,0 +1,7 @@
/datum/lore/codex/category/main_robutts // The top-level categories for the robot guide
name = "Index"
data = "Temporary death, emancipation, and even basic body migration can be a stressful period in anyone's life. The prosthetics market is complicated, and many corporations view misleading or outright decieving potential clients as \"part of the game\". This Buyer's Guide was compiled in 2542 to serve as an easy reference to the most popular prosthetics available, with consideration paid to every use-case and price point. This is our 12th edition, and much has changed in the field of prosthetics since we first set out. We hope you find the information in this guide helpful."
children = list(
/datum/lore/codex/category/pros_by_brand,
/datum/lore/codex/category/other_information,
)
@@ -0,0 +1,34 @@
/datum/lore/codex/category/other_information
name = "More Information"
data = "Here you'll find articles designed to aid your decision making process, narrowing down the brands outlined in the main body."
children = list(
/datum/lore/codex/page/humansvbeeps,
/datum/lore/codex/page/posiage,
/datum/lore/codex/page/variants,
/datum/lore/codex/page/kitbashing,
)
/datum/lore/codex/page/humansvbeeps
name = "Humans vs Positronics vs Drones"
data = "Most brands are clearly associated with either humans (amputees or voluntary cyber-augmentation patients) or positronics. Despite the fact that MMI and posibrain interfaces are quite similar, and most brands are equally comfortable for both species, this stratification persists. The main reason for this is that human-seeming prosthetics are usually regarded as important for human mental well-being. Medical insurance often pays out more for humans than for positronics in the event of an accident, and humans are often more willing to pay higher prices for humanoid prosthetics. Some positronics regard this as discriminatory, and most believe that maintaining a divide between the two species does not help with social integration.\
<br><br>\
Drones completely eschew this divide-- their chassis are based on what is the most profitable for the group that maintains them. Usually, this means some sort of non-anthropomorphic lawbound chassis. When a humanoid body is required, it's usually the cheapest one available that meets the minimum requirements for the drone to do its job."
/datum/lore/codex/page/posiage
name = "Positronics and Age"
data = "Young positronics are unlikely to have much in the way of expensive belongings, including prosthetics. Most positronics come into the working world outside of a well-defined familial structure and are still paying off the debt from their first body.\
Even those who do come into a family mature very quickly, not providing time for relatives to save up for an expensive chassis before they begin adulthood and working life. Because of these logistical concerns, even a positronic who has been in a well-paying job for a few years is unable to afford a high-quality chassis.\
<br><br>\
Most positronics buy their second chassis at around 10 to 15 years of age, and it is at these age that positronics in more middling chassis come into being. Positronics who want a high-end body must save for decades while scrambling for advancement in a galaxy that is rather bigoted more often than not."
/datum/lore/codex/page/variants
name = "Variants"
data = "Most prosthetic manufacturers produce more than one design, though they usually share significant design elements and exist in the same price-point. Monitor heads remain noticeably cheaper than proper heads, so those interested in penny-pinching will usually opt for a variant with a screen instead of a face."
/datum/lore/codex/page/kitbashing
name = "Kitbashing"
data = "Different corporations' prosthetics are not designed to be slotted together.\
There are exceptions: most industrial brands utilize a shared standard set of connectors, and of course there are Unbranded models that play well with any and all parts.\
Nonetheless, attempting to splice together parts across these lines runs into a variety of technical problems. Most common are sensory and motor cross-wirings, leading to synthesia, uncontrollable jitters, and occasional paralysis. These are uncomfortable enough that most amateur bodymodders give up after one too many hallucinations. Certain combinations of parts run into structural issues-- putting a Hephestus torso on a pair of Morpheus legs is likely to deform those legs badly. Any cross-design kitbashing is likely to result in some level of structural instabilty and poor balance without hard work being put into the design.\
<br><br>\
Most of these can be addressed by a talented roboticist, but nonetheless most people tend to stick to a single brand of prosthetics. People who see their body's makeup as a means of self-expression, or as a machine to be optimized, are much more likely to take risks in pursuit of these goals."
+3
View File
@@ -12,6 +12,9 @@
desc = "A device that synthesises [material.display_name]."
matter = null
/obj/item/stack/material/cyborg/update_strings()
return
/obj/item/stack/material/cyborg/plastic
icon_state = "sheet-plastic"
default_type = "plastic"
+191
View File
@@ -0,0 +1,191 @@
var/global/list/total_extraction_beacons = list()
/obj/item/extraction_pack
name = "fulton extraction pack"
desc = "A balloon that can be used to extract equipment or personnel to a Fulton Recovery Beacon. Anything not bolted down can be moved. Link the pack to a beacon by using the pack in hand."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_pack"
w_class = ITEMSIZE_NORMAL
var/obj/structure/extraction_point/beacon
var/list/beacon_networks = list("station")
var/uses_left = 3
var/can_use_indoors
var/safe_for_living_creatures = 1
/obj/item/extraction_pack/examine()
. = ..()
usr.show_message("It has [uses_left] use\s remaining.", 1)
/obj/item/extraction_pack/attack_self(mob/user)
var/list/possible_beacons = list()
for(var/B in global.total_extraction_beacons)
var/obj/structure/extraction_point/EP = B
if(EP.beacon_network in beacon_networks)
possible_beacons += EP
if(!possible_beacons.len)
to_chat(user, "There are no extraction beacons in existence!")
return
else
var/A
A = input("Select a beacon to connect to", "Balloon Extraction Pack", A) as null|anything in possible_beacons
if(!A)
return
beacon = A
to_chat(user, "You link the extraction pack to the beacon system.")
/obj/item/extraction_pack/afterattack(atom/movable/A, mob/living/carbon/human/user, flag, params)
if(!beacon)
to_chat(user, "[src] is not linked to a beacon, and cannot be used.")
return
if(!can_use_indoors)
var/turf/T = get_turf(A)
if(T && !T.outdoors)
to_chat(user, "[src] can only be used on things that are outdoors!")
return
if(!flag)
return
if(!istype(A))
return
else
if(!safe_for_living_creatures && check_for_living_mobs(A))
to_chat(user, "[src] is not safe for use with living creatures, they wouldn't survive the trip back!")
return
if(!isturf(A.loc)) // no extracting stuff inside other stuff
return
if(A.anchored)
return
to_chat(user, "<span class='notice'>You start attaching the pack to [A]...</span>")
if(do_after(user,50,target=A))
to_chat(user, "<span class='notice'>You attach the pack to [A] and activate it.</span>")
/* No components, sorry. No convienence for you!
if(loc == user && istype(user.back, /obj/item/storage/backpack))
var/obj/item/storage/backpack/B = user.back
B.SendSignal(COMSIG_TRY_STORAGE_INSERT, src, user, FALSE, FALSE)
*/
uses_left--
if(uses_left <= 0)
user.drop_from_inventory(src, A)
var/mutable_appearance/balloon
var/mutable_appearance/balloon2
var/mutable_appearance/balloon3
if(isliving(A))
var/mob/living/M = A
M.AdjustStunned(20) // Keep them from moving during the duration of the extraction
if(M.buckled)
M.buckled.unbuckle_mob(M)
else
A.anchored = TRUE
A.density = FALSE
var/obj/effect/extraction_holder/holder_obj = new(A.loc)
holder_obj.appearance = A.appearance
A.forceMove(holder_obj)
balloon2 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_expand")
balloon2.pixel_y = 10
balloon2.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.add_overlay(balloon2)
sleep(4)
balloon = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_balloon")
balloon.pixel_y = 10
balloon.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon2)
holder_obj.add_overlay(balloon)
playsound(holder_obj.loc, 'sound/items/fulext_deploy.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 10, time = 20)
sleep(20)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
playsound(holder_obj.loc, 'sound/items/fultext_launch.wav', 50, 1, -3)
animate(holder_obj, pixel_z = 1000, time = 30)
if(ishuman(A))
var/mob/living/carbon/human/L = A
L.AdjustStunned(20)
L.drowsyness = 0
sleep(30)
var/list/flooring_near_beacon = list()
for(var/turf/simulated/floor/floor in orange(1, beacon))
flooring_near_beacon += floor
holder_obj.forceMove(pick(flooring_near_beacon))
animate(holder_obj, pixel_z = 10, time = 50)
sleep(50)
animate(holder_obj, pixel_z = 15, time = 10)
sleep(10)
animate(holder_obj, pixel_z = 10, time = 10)
sleep(10)
balloon3 = mutable_appearance('icons/obj/fulton_balloon.dmi', "fulton_retract")
balloon3.pixel_y = 10
balloon3.appearance_flags = RESET_COLOR | RESET_ALPHA | RESET_TRANSFORM
holder_obj.cut_overlay(balloon)
holder_obj.add_overlay(balloon3)
sleep(4)
holder_obj.cut_overlay(balloon3)
A.anchored = FALSE // An item has to be unanchored to be extracted in the first place.
A.density = initial(A.density)
animate(holder_obj, pixel_z = 0, time = 5)
sleep(5)
A.forceMove(holder_obj.loc)
qdel(holder_obj)
if(uses_left <= 0)
qdel(src)
/obj/item/fulton_core
name = "extraction beacon signaller"
desc = "Emits a signal which fulton recovery devices can lock onto. Activate in hand to create a beacon."
icon = 'icons/obj/stock_parts.dmi'
icon_state = "subspace_amplifier"
/obj/item/fulton_core/attack_self(mob/user)
if(do_after(user,15,target = user) && !QDELETED(src))
new /obj/structure/extraction_point(get_turf(user))
qdel(src)
/obj/structure/extraction_point
name = "fulton recovery beacon"
desc = "A beacon for the fulton recovery system. Activate a pack in your hand to link it to a beacon."
icon = 'icons/obj/fulton.dmi'
icon_state = "extraction_point"
anchored = TRUE
density = FALSE
var/beacon_network = "station"
/obj/structure/extraction_point/initialize()
. = ..()
name += " ([rand(100,999)]) ([get_area_name(src, TRUE)])"
global.total_extraction_beacons += src
/obj/structure/extraction_point/Destroy()
global.total_extraction_beacons -= src
..()
/obj/effect/extraction_holder
name = "extraction holder"
desc = "you shouldnt see this"
var/atom/movable/stored_obj
/obj/item/extraction_pack/proc/check_for_living_mobs(atom/A)
if(isliving(A))
var/mob/living/L = A
if(L.stat != DEAD)
return 1
for(var/thing in A.GetAllContents())
if(isliving(A))
var/mob/living/L = A
if(L.stat != DEAD)
return 1
return 0
/obj/effect/extraction_holder/singularity_pull()
return
/obj/effect/extraction_holder/singularity_pull()
return
+116 -44
View File
@@ -1,43 +1,71 @@
/**********************Mineral processing unit console**************************/
#define PROCESS_NONE 0
#define PROCESS_SMELT 1
#define PROCESS_COMPRESS 2
#define PROCESS_ALLOY 3
/obj/machinery/mineral/processing_unit_console
name = "production machine console"
icon = 'icons/obj/machines/mining_machines.dmi'
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit
icon_state = "console"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
var/obj/item/weapon/card/id/inserted_id // VOREStation Edit - Inserted Id card
var/obj/machinery/mineral/processing_unit/machine = null
//var/machinedir = EAST //Dumb
var/show_all_ores = 0
var/show_all_ores = FALSE
/obj/machinery/mineral/processing_unit_console/New()
/obj/machinery/mineral/processing_unit_console/initialize()
. = ..()
src.machine = locate(/obj/machinery/mineral/processing_unit) in range(5, src)
if (machine)
machine.console = src
else
log_debug("Ore processing machine console at [src.x], [src.y], [src.z] could not find its machine!")
qdel(src)
// VOREStation Add Start
/obj/machinery/mineral/processing_unit_console/Destroy()
if(inserted_id)
inserted_id.forceMove(loc) //Prevents deconstructing from deleting whatever ID was inside it.
. = ..()
/obj/machinery/mineral/processing_unit_console/attackby(var/obj/item/I, var/mob/user)
if(istype(I, /obj/item/weapon/card/id))
if(!powered())
return
if(!inserted_id && user.unEquip(I))
I.forceMove(src)
inserted_id = I
interact(user)
return
..()
spawn(7)
//src.machine = locate(/obj/machinery/mineral/processing_unit, get_step(src, machinedir))
src.machine = locate(/obj/machinery/mineral/processing_unit) in range(5,src)
if (machine)
machine.console = src
else
world << "<span class='danger'>Warning: Ore processing machine console at [src.x], [src.y], [src.z] could not find its machine!</span>"
qdel(src)
// VOREStation Add End
/obj/machinery/mineral/processing_unit_console/attack_hand(mob/user)
add_fingerprint(user)
if(..())
return
interact(user)
/obj/machinery/mineral/processing_unit_console/interact(mob/user)
if(..())
return
if(!allowed(user))
user << "<font color='red'>Access denied.</font>"
to_chat(user, "<span class='warning'>Access denied.</span>")
return
user.set_machine(src)
var/dat = "<h1>Ore processor console</h1>"
// VOREStation Add Start
dat += "Current unclaimed points: [machine.points]<br>"
if(istype(inserted_id))
dat += "You have [inserted_id.mining_points] mining points collected. <A href='?src=\ref[src];choice=eject'>Eject ID.</A><br>"
dat += "<A href='?src=\ref[src];choice=claim'>Claim points.</A><br>"
else
dat += "No ID inserted. <A href='?src=\ref[src];choice=insert'>Insert ID.</A><br>"
// VOREStation Add End
dat += "<hr><table>"
@@ -49,13 +77,13 @@
dat += "<tr><td width = 40><b>[capitalize(O.display_name)]</b></td><td width = 30>[machine.ores_stored[ore]]</td><td width = 100>"
if(machine.ores_processing[ore])
switch(machine.ores_processing[ore])
if(0)
if(PROCESS_NONE)
dat += "<font color='red'>not processing</font>"
if(1)
if(PROCESS_SMELT)
dat += "<font color='orange'>smelting</font>"
if(2)
if(PROCESS_COMPRESS)
dat += "<font color='blue'>compressing</font>"
if(3)
if(PROCESS_ALLOY)
dat += "<font color='gray'>alloying</font>"
else
dat += "<font color='red'>not processing</font>"
@@ -80,10 +108,10 @@
if(!choice) return
switch(choice)
if("Nothing") choice = 0
if("Smelting") choice = 1
if("Compressing") choice = 2
if("Alloying") choice = 3
if("Nothing") choice = PROCESS_NONE
if("Smelting") choice = PROCESS_SMELT
if("Compressing") choice = PROCESS_COMPRESS
if("Alloying") choice = PROCESS_ALLOY
machine.ores_processing[href_list["toggle_smelting"]] = choice
@@ -95,6 +123,29 @@
show_all_ores = !show_all_ores
// VOREStation Add Start
if(href_list["choice"])
if(istype(inserted_id))
if(href_list["choice"] == "eject")
usr.put_in_hands(inserted_id)
inserted_id = null
if(href_list["choice"] == "claim")
if(access_mining_station in inserted_id.access)
inserted_id.mining_points += machine.points
machine.points = 0
else
to_chat(usr, "<span class='warning'>Required access not found.</span>")
else if(href_list["choice"] == "insert")
var/obj/item/weapon/card/id/I = usr.get_active_hand()
if(istype(I))
if(!usr.drop_item())
return 1
I.forceMove(src)
inserted_id = I
else
to_chat(usr, "<span class='warning'>No valid ID.</span>")
// VOREStation Add End
src.updateUsrDialog()
return
@@ -103,10 +154,10 @@
/obj/machinery/mineral/processing_unit
name = "material processor" //This isn't actually a goddamn furnace, we're in space and it's processing platinum and flammable phoron...
icon = 'icons/obj/machines/mining_machines.dmi'
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit
icon_state = "furnace"
density = 1
anchored = 1
density = TRUE
anchored = TRUE
light_range = 3
var/obj/machinery/mineral/input = null
var/obj/machinery/mineral/output = null
@@ -115,17 +166,31 @@
var/list/ores_processing[0]
var/list/ores_stored[0]
var/static/list/alloy_data
var/active = 0
var/active = FALSE
// VOREStation Add Start
var/points = 0
var/static/list/ore_values = list(
"sand" = 1,
"hematite" = 1,
"carbon" = 1,
"phoron" = 15,
"silver" = 16,
"gold" = 18,
"uranium" = 30,
"diamond" = 50,
"platinum" = 40,
"mhydrogen" = 40)
// VOREStation Add End
/obj/machinery/mineral/processing_unit/New()
..()
// initialize static alloy_data list
if(!alloy_data)
alloy_data = list()
for(var/alloytype in typesof(/datum/alloy)-/datum/alloy)
alloy_data += new alloytype()
// TODO - Initializing this here is insane. Put it in global lists init or something. ~Leshana
if(!ore_data || !ore_data.len)
for(var/oretype in typesof(/ore)-/ore)
var/ore/OD = new oretype()
@@ -133,20 +198,21 @@
ores_processing[OD.name] = 0
ores_stored[OD.name] = 0
/obj/machinery/mineral/processing_unit/initialize()
. = ..()
// TODO - Eschew input/output machinery and just use dirs ~Leshana
//Locate our output and input machinery.
spawn(5)
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
for (var/dir in cardinal)
src.input = locate(/obj/machinery/mineral/input, get_step(src, dir))
if(src.input) break
for (var/dir in cardinal)
src.output = locate(/obj/machinery/mineral/output, get_step(src, dir))
if(src.output) break
return
/obj/machinery/mineral/processing_unit/process()
if (!src.output || !src.input) return
if(!src.output || !src.input) return
if(panel_open || !powered()) return // VOREStation Edit - Don't work when unpowered
var/list/tick_alloys = list()
@@ -156,6 +222,7 @@
if(!O) break
if(!isnull(ores_stored[O.material]))
ores_stored[O.material]++
points += ore_values[O.material] // VOREStation Edit - Give Points!
qdel(O)
@@ -174,7 +241,7 @@
if(!O) continue
if(ores_processing[metal] == 3 && O.alloy) //Alloying.
if(ores_processing[metal] == PROCESS_ALLOY && O.alloy) //Alloying.
for(var/datum/alloy/A in alloy_data)
@@ -190,7 +257,7 @@
for(var/needs_metal in A.requires)
//Check if we're alloying the needed metal and have it stored.
if(ores_processing[needs_metal] != 3 || ores_stored[needs_metal] < A.requires[needs_metal])
if(ores_processing[needs_metal] != PROCESS_ALLOY || ores_stored[needs_metal] < A.requires[needs_metal])
enough_metal = 0
break
@@ -207,7 +274,7 @@
for(var/i=0,i<total,i++)
new A.product(output.loc)
else if(ores_processing[metal] == 2 && O.compresses_to) //Compressing.
else if(ores_processing[metal] == PROCESS_COMPRESS && O.compresses_to) //Compressing.
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
if(can_make%2>0) can_make--
@@ -222,7 +289,7 @@
sheets+=2
new M.stack_type(output.loc)
else if(ores_processing[metal] == 1 && O.smelts_to) //Smelting.
else if(ores_processing[metal] == PROCESS_SMELT && O.smelts_to) //Smelting.
var/can_make = Clamp(ores_stored[metal],0,sheets_per_tick-sheets)
@@ -242,3 +309,8 @@
continue
console.updateUsrDialog()
#undef PROCESS_NONE
#undef PROCESS_SMELT
#undef PROCESS_COMPRESS
#undef PROCESS_ALLOY
+2 -2
View File
@@ -2,7 +2,7 @@
/obj/machinery/mineral/stacking_unit_console
name = "stacking machine console"
icon = 'icons/obj/machines/mining_machines.dmi'
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit
icon_state = "console"
density = 1
anchored = 1
@@ -71,7 +71,7 @@
/obj/machinery/mineral/stacking_machine
name = "stacking machine"
icon = 'icons/obj/machines/mining_machines.dmi'
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit
icon_state = "stacker"
density = 1
anchored = 1.0
+1 -1
View File
@@ -3,7 +3,7 @@
/obj/machinery/mineral/unloading_machine
name = "unloading machine"
icon = 'icons/obj/machines/mining_machines.dmi'
icon = 'icons/obj/machines/mining_machines_vr.dmi' // VOREStation Edit
icon_state = "unloader"
density = 1
anchored = 1.0
+1 -1
View File
@@ -563,7 +563,7 @@ var/list/mining_overlay_cache = list()
new /obj/item/stack/material/uranium(src, rand(5,25))
/turf/simulated/mineral/proc/make_ore(var/rare_ore)
if(mineral)
if(mineral || ignore_mapgen) //VOREStation Edit - Makes sense, doesn't it?
return
var/mineral_name
@@ -0,0 +1,12 @@
#ifndef T_BOARD
#error T_BOARD macro is not defined but we need it!
#endif
/obj/item/weapon/circuitboard/mining_equipment_vendor
name = T_BOARD("Mining Equipment Vendor")
board_type = new /datum/frame/frame_types/machine
build_path = /obj/machinery/mineral/equipment_vendor
origin_tech = list(TECH_DATA = 1, TECH_ENGINEERING = 3)
req_components = list(
/obj/item/weapon/stock_parts/console_screen = 1,
/obj/item/weapon/stock_parts/matter_bin = 3)
@@ -0,0 +1,205 @@
/**********************Mining Equipment Locker**************************/
/obj/machinery/mineral/equipment_vendor
name = "mining equipment vendor"
desc = "An equipment vendor for miners, points collected at an ore redemption machine can be spent here."
icon = 'icons/obj/machines/mining_machines_vr.dmi'
icon_state = "mining"
density = TRUE
anchored = TRUE
circuit = /obj/item/weapon/circuitboard/mining_equipment_vendor
var/icon_deny = "mining-deny"
var/obj/item/weapon/card/id/inserted_id
var/list/prize_list = list(
new /datum/data/mining_equipment("1 Marker Beacon", /obj/item/stack/marker_beacon, 10),
new /datum/data/mining_equipment("10 Marker Beacons", /obj/item/stack/marker_beacon/ten, 100),
new /datum/data/mining_equipment("30 Marker Beacons", /obj/item/stack/marker_beacon/thirty, 300),
new /datum/data/mining_equipment("Whiskey", /obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey, 125),
new /datum/data/mining_equipment("Absinthe", /obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe, 125),
new /datum/data/mining_equipment("Cigar", /obj/item/clothing/mask/smokable/cigarette/cigar/havana, 150),
new /datum/data/mining_equipment("Soap", /obj/item/weapon/soap/nanotrasen, 200),
new /datum/data/mining_equipment("Laser Pointer", /obj/item/device/laser_pointer, 900),
new /datum/data/mining_equipment("Plush Toy", /obj/random/plushie, 300),
// TODO new /datum/data/mining_equipment("Advanced Scanner", /obj/item/device/t_scanner/adv_mining_scanner, 800),
new /datum/data/mining_equipment("Fulton Beacon", /obj/item/fulton_core, 500),
new /datum/data/mining_equipment("Shelter Capsule", /obj/item/device/survivalcapsule, 500),
// TODO new /datum/data/mining_equipment("Explorer's Webbing", /obj/item/storage/belt/mining, 500),
new /datum/data/mining_equipment("Point Transfer Card", /obj/item/weapon/card/mining_point_card, 500),
new /datum/data/mining_equipment("Survival Medipen", /obj/item/weapon/reagent_containers/hypospray/autoinjector/miner, 500),
new /datum/data/mining_equipment("Mini-Translocator", /obj/item/device/perfect_tele/one_beacon, 1200),
// new /datum/data/mining_equipment("Kinetic Crusher", /obj/item/twohanded/required/kinetic_crusher, 750),
new /datum/data/mining_equipment("Kinetic Accelerator", /obj/item/weapon/gun/energy/kinetic_accelerator, 900),
new /datum/data/mining_equipment("Resonator", /obj/item/resonator, 900),
new /datum/data/mining_equipment("Fulton Pack", /obj/item/extraction_pack, 1200),
new /datum/data/mining_equipment("Silver Pickaxe", /obj/item/weapon/pickaxe/silver, 1200),
//new /datum/data/mining_equipment("Mining Conscription Kit", /obj/item/storage/backpack/duffelbag/mining_conscript, 1000),
new /datum/data/mining_equipment("Space Cash", /obj/item/weapon/spacecash/c1000, 2000),
new /datum/data/mining_equipment("Industrial Hardsuit - Control Module", /obj/item/weapon/rig/industrial, 2000),
new /datum/data/mining_equipment("Industrial Hardsuit - Plasma Cutter", /obj/item/rig_module/device/plasmacutter, 800),
new /datum/data/mining_equipment("Industrial Hardsuit - Drill", /obj/item/rig_module/device/drill, 2000),
new /datum/data/mining_equipment("Industrial Hardsuit - Ore Scanner", /obj/item/rig_module/device/orescanner, 1000),
new /datum/data/mining_equipment("Industrial Hardsuit - Material Scanner", /obj/item/rig_module/vision/material, 500),
new /datum/data/mining_equipment("Industrial Hardsuit - Maneuvering Jets", /obj/item/rig_module/maneuvering_jets, 1250),
new /datum/data/mining_equipment("Diamond Pickaxe", /obj/item/weapon/pickaxe/diamond, 2000),
new /datum/data/mining_equipment("Super Resonator", /obj/item/resonator/upgraded, 2500),
new /datum/data/mining_equipment("Jump Boots", /obj/item/clothing/shoes/bhop, 2500),
new /datum/data/mining_equipment("Luxury Shelter Capsule", /obj/item/device/survivalcapsule/luxury, 3100),
new /datum/data/mining_equipment("KA White Tracer Rounds", /obj/item/borg/upgrade/modkit/tracer, 125),
new /datum/data/mining_equipment("KA Adjustable Tracer Rounds", /obj/item/borg/upgrade/modkit/tracer/adjustable, 175),
new /datum/data/mining_equipment("KA Super Chassis", /obj/item/borg/upgrade/modkit/chassis_mod, 250),
new /datum/data/mining_equipment("KA Hyper Chassis", /obj/item/borg/upgrade/modkit/chassis_mod/orange, 300),
new /datum/data/mining_equipment("KA Range Increase", /obj/item/borg/upgrade/modkit/range, 1000),
new /datum/data/mining_equipment("KA Damage Increase", /obj/item/borg/upgrade/modkit/damage, 1000),
new /datum/data/mining_equipment("KA Efficiency Increase", /obj/item/borg/upgrade/modkit/efficiency, 1200),
new /datum/data/mining_equipment("KA AoE Damage", /obj/item/borg/upgrade/modkit/aoe/mobs, 2000)
)
/datum/data/mining_equipment
var/equipment_name = "generic"
var/equipment_path = null
var/cost = 0
/datum/data/mining_equipment/New(name, path, cost)
src.equipment_name = name
src.equipment_path = path
src.cost = cost
/obj/machinery/power/quantumpad/initialize()
. = ..()
default_apply_parts()
/obj/machinery/mineral/equipment_vendor/power_change()
var/old_stat = stat
..()
if(old_stat != stat)
update_icon()
if(inserted_id && !powered())
visible_message("<span class='notice'>The ID slot indicator light flickers on \the [src] as it spits out a card before powering down.</span>")
inserted_id.forceMove(get_turf(src))
/obj/machinery/mineral/equipment_vendor/update_icon()
if(panel_open)
icon_state = "[initial(icon_state)]-open"
else if(powered())
icon_state = initial(icon_state)
else
icon_state = "[initial(icon_state)]-off"
/obj/machinery/mineral/equipment_vendor/attack_hand(mob/user)
if(..())
return
interact(user)
/obj/machinery/mineral/equipment_vendor/attack_ghost(mob/user)
interact(user)
/obj/machinery/mineral/equipment_vendor/interact(mob/user)
user.set_machine(src)
var/dat
dat +="<div class='statusDisplay'>"
if(istype(inserted_id))
dat += "You have [inserted_id.mining_points] mining points collected. <A href='?src=\ref[src];choice=eject'>Eject ID.</A><br>"
else
dat += "No ID inserted. <A href='?src=\ref[src];choice=insert'>Insert ID.</A><br>"
dat += "</div>"
dat += "<br><b>Equipment point cost list:</b><BR><table border='0' width='100%'>"
for(var/datum/data/mining_equipment/prize in prize_list)
dat += "<tr><td>[prize.equipment_name]</td><td>[prize.cost]</td><td><A href='?src=\ref[src];purchase=\ref[prize]'>Purchase</A></td></tr>"
dat += "</table>"
var/datum/browser/popup = new(user, "miningvendor", "Mining Equipment Vendor", 400, 600)
popup.set_content(dat)
popup.open()
/obj/machinery/mineral/equipment_vendor/Topic(href, href_list)
if(..())
return 1
if(href_list["choice"])
if(istype(inserted_id))
if(href_list["choice"] == "eject")
to_chat(usr, "<span class='notice'>You eject the ID from [src]'s card slot.</span>")
usr.put_in_hands(inserted_id)
inserted_id = null
else if(href_list["choice"] == "insert")
var/obj/item/weapon/card/id/I = usr.get_active_hand()
if(istype(I) && !inserted_id && usr.unEquip(I))
I.forceMove(src)
inserted_id = I
interact(usr)
to_chat(usr, "<span class='notice'>You insert the ID into [src]'s card slot.</span>")
else
to_chat(usr, "<span class='warning'>No valid ID.</span>")
flick(icon_deny, src)
if(href_list["purchase"])
if(istype(inserted_id))
var/datum/data/mining_equipment/prize = locate(href_list["purchase"])
if (!prize || !(prize in prize_list))
to_chat(usr, "<span class='warning'>Error: Invalid choice!</span>")
flick(icon_deny, src)
return
if(prize.cost > inserted_id.mining_points)
to_chat(usr, "<span class='warning'>Error: Insufficent points for [prize.equipment_name]!</span>")
flick(icon_deny, src)
else
inserted_id.mining_points -= prize.cost
to_chat(usr, "<span class='notice'>[src] clanks to life briefly before vending [prize.equipment_name]!</span>")
new prize.equipment_path(drop_location())
else
to_chat(usr, "<span class='warning'>Error: Please insert a valid ID!</span>")
flick(icon_deny, src)
updateUsrDialog()
/obj/machinery/mineral/equipment_vendor/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, I))
updateUsrDialog()
return
if(default_part_replacement(user, I))
return
if(default_deconstruction_crowbar(user, I))
return
if(istype(I, /obj/item/mining_voucher))
if(!powered())
return
RedeemVoucher(I, user)
return
if(istype(I,/obj/item/weapon/card/id))
if(!powered())
return
else if(!inserted_id && user.unEquip(I))
I.forceMove(src)
inserted_id = I
interact(user)
return
..()
/obj/machinery/mineral/equipment_vendor/dismantle()
if(inserted_id)
inserted_id.forceMove(loc) //Prevents deconstructing the ORM from deleting whatever ID was inside it.
. = ..()
/obj/machinery/mineral/equipment_vendor/proc/RedeemVoucher(obj/item/mining_voucher/voucher, mob/redeemer)
var/selection = input(redeemer, "Pick your equipment", "Mining Voucher Redemption") as null|anything in list("Kinetic Accelerator", "Resonator", "Mining Drone", "Advanced Scanner", "Crusher")
if(!selection || !Adjacent(redeemer) || voucher.loc != redeemer)
return
var/drop_location = drop_location()
switch(selection)
if("Kinetic Accelerator")
new /obj/item/weapon/gun/energy/kinetic_accelerator(drop_location)
if("Resonator")
new /obj/item/resonator(drop_location)
// if("Mining Drone")
// new /obj/item/storage/box/drone_kit(drop_location)
// if("Advanced Scanner")
// new /obj/item/device/t_scanner/adv_mining_scanner(drop_location)
// if("Crusher")
// new /obj/item/twohanded/required/mining_hammer(drop_location)
qdel(voucher)
/obj/machinery/mineral/equipment_vendor/ex_act(severity, target)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
if(prob(50 / severity) && severity < 3)
qdel(src)
@@ -0,0 +1,33 @@
/**********************Mining Equipment Locker Items**************************/
/**********************Mining Equipment Voucher**********************/
/obj/item/mining_voucher
name = "mining voucher"
desc = "A token to redeem a piece of equipment. Use it on a mining equipment vendor."
icon = 'icons/obj/mining_vr.dmi'
icon_state = "mining_voucher"
w_class = ITEMSIZE_TINY
/**********************Mining Point Card**********************/
/obj/item/weapon/card/mining_point_card
name = "mining point card"
desc = "A small card preloaded with mining points. Swipe your ID card over it to transfer the points, then discard."
icon_state = "data"
var/points = 500
/obj/item/weapon/card/mining_point_card/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/card/id))
if(points)
var/obj/item/weapon/card/id/C = I
C.mining_points += points
to_chat(user, "<span class='info'>You transfer [points] points to [C].</span>")
points = 0
else
to_chat(user, "<span class='info'>There's no points left on [src].</span>")
..()
/obj/item/weapon/card/mining_point_card/examine(mob/user)
..(user)
to_chat(user, "There's [points] points on the card.")
+111
View File
@@ -0,0 +1,111 @@
/**********************Resonator**********************/
/obj/item/resonator
name = "resonator"
icon = 'icons/obj/mining_vr.dmi'
icon_state = "resonator"
item_state = "resonator"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_vr.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_vr.dmi',
)
origin_tech = list(TECH_MAGNET = 3, TECH_ENGINEERING = 3)
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in low temperature."
w_class = ITEMSIZE_NORMAL
force = 8
throwforce = 10
var/cooldown = 0
var/fieldsactive = 0
var/burst_time = 50
var/fieldlimit = 3
/obj/item/resonator/upgraded
name = "upgraded resonator"
desc = "An upgraded version of the resonator that can produce more fields at once."
icon_state = "resonator_u"
origin_tech = list(TECH_MATERIAL = 4, TECH_POWER = 3, TECH_MAGNET = 3, TECH_ENGINEERING = 3)
fieldlimit = 5
/obj/item/resonator/proc/CreateResonance(var/target, var/creator)
var/turf/T = get_turf(target)
if(locate(/obj/effect/resonance) in T)
return
if(fieldsactive < fieldlimit)
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
new /obj/effect/resonance(T, creator, burst_time)
fieldsactive++
spawn(burst_time)
fieldsactive--
/obj/item/resonator/attack_self(mob/user)
if(burst_time == 50)
burst_time = 30
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>")
else
burst_time = 50
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>")
/obj/item/resonator/afterattack(atom/target, mob/user, proximity_flag)
if(proximity_flag)
if(!check_allowed_items(target, 1))
return
CreateResonance(target, user)
/obj/effect/resonance
name = "resonance field"
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures."
icon = 'icons/effects/effects.dmi'
icon_state = "shield1"
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
mouse_opacity = 0
var/resonance_damage = 20
/obj/effect/resonance/initialize(mapload, var/creator = null, var/timetoburst)
. = ..()
// Start small and grow to big size as we are about to burst
transform = matrix()*0.75
animate(src, transform = matrix()*1.5, time = timetoburst)
// Queue the actual bursting
spawn(timetoburst)
if(!QDELETED(src))
burst(creator)
/obj/effect/resonance/proc/burst(var/creator = null)
var/turf/T = get_turf(src)
if(!T)
return
playsound(src, 'sound/weapons/resonator_blast.ogg', 50, 1)
// Make the collapsing effect
new /obj/effect/temp_visual/resonance_crush(T)
// Mineral turfs get drilled!
if(istype(T, /turf/simulated/mineral))
var/turf/simulated/mineral/M = T
M.GetDrilled()
qdel(src)
return
// Otherwise we damage mobs! Boost damage if low tempreature
var/datum/gas_mixture/environment = T.return_air()
if(environment.temperature < 250)
name = "strong resonance field"
resonance_damage = 50
for(var/mob/living/L in src.loc)
if(creator)
add_attack_logs(creator, L, "used a resonator field on")
to_chat(L, "<span class='danger'>\The [src] ruptured with you in it!</span>")
L.apply_damage(resonance_damage, BRUTE)
qdel(src)
/obj/effect/temp_visual/resonance_crush
icon_state = "shield1"
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
duration = 4
/obj/effect/temp_visual/resonance_crush/initialize()
. = ..()
transform = matrix()*1.5
animate(src, transform = matrix()*0.1, alpha = 50, time = 4)
+256
View File
@@ -0,0 +1,256 @@
/*****************************Survival Pod********************************/
/area/survivalpod
name = "\improper Emergency Shelter"
icon_state = "away"
dynamic_lighting = TRUE
requires_power = FALSE
has_gravity = TRUE
//Survival Capsule
/obj/item/device/survivalcapsule
name = "surfluid shelter capsule"
desc = "An emergency shelter programmed into construction nanomachines. It has a license for use printed on the bottom."
icon_state = "houseball"
icon = 'icons/obj/device_alt.dmi'
w_class = ITEMSIZE_TINY
var/template_id = "shelter_alpha"
var/datum/map_template/shelter/template
var/used = FALSE
/obj/item/device/survivalcapsule/proc/get_template()
if(template)
return
template = SSmapping.shelter_templates[template_id]
if(!template)
throw EXCEPTION("Shelter template ([template_id]) not found!")
qdel(src)
/obj/item/device/survivalcapsule/Destroy()
template = null // without this, capsules would be one use. per round.
. = ..()
/obj/item/device/survivalcapsule/examine(mob/user)
. = ..()
get_template()
to_chat(user, "This capsule has the [template.name] stored.")
to_chat(user, template.description)
/obj/item/device/survivalcapsule/attack_self()
//Can't grab when capsule is New() because templates aren't loaded then
get_template()
if(!used)
loc.visible_message("<span class='warning'>\The [src] begins to shake. Stand back!</span>")
used = TRUE
sleep(5 SECONDS)
var/turf/deploy_location = get_turf(src)
var/status = template.check_deploy(deploy_location)
switch(status)
if(SHELTER_DEPLOY_BAD_AREA)
src.loc.visible_message("<span class='warning'>\The [src] will not function in this area.</span>")
if(SHELTER_DEPLOY_BAD_TURFS, SHELTER_DEPLOY_ANCHORED_OBJECTS)
var/width = template.width
var/height = template.height
src.loc.visible_message("<span class='warning'>\The [src] doesn't have room to deploy! You need to clear a [width]x[height] area!</span>")
if(status != SHELTER_DEPLOY_ALLOWED)
used = FALSE
return
var/turf/T = deploy_location
var/datum/effect/effect/system/smoke_spread/smoke = new /datum/effect/effect/system/smoke_spread()
smoke.attach(T)
smoke.set_up(10, 0, T)
smoke.start()
sleep(4 SECONDS)
playsound(get_turf(src), 'sound/effects/phasein.ogg', 100, 1)
log_and_message_admins("[key_name_admin(usr)] activated a bluespace capsule at [get_area(T)]!")
template.load(deploy_location, centered = TRUE)
qdel(src)
/obj/item/device/survivalcapsule/luxury
name = "luxury surfluid shelter capsule"
desc = "An exorbitantly expensive luxury suite programmed into construction nanomachines. There's a license for use printed on the bottom."
template_id = "shelter_beta"
//Pod objects
//Walls
/turf/simulated/shuttle/wall/voidcraft/survival
name = "survival shelter"
stripe_color = "#efbc3b"
//Doors
/obj/machinery/door/airlock/voidcraft/survival_pod
name = "survival airlock"
block_air_zones = 1
//Windows
/obj/structure/window/reinforced/survival_pod
name = "pod window"
icon = 'icons/obj/survival_pod.dmi'
icon_state = "pwindow"
basestate = "pwindow"
//The windows have diagonal versions, and will never be a full window
/obj/structure/window/reinforced/survival_pod/is_full_window()
return FALSE
/obj/structure/window/reinforced/survival_pod/update_icon()
icon_state = basestate
//Windoor
/obj/machinery/door/window/survival_pod
icon = 'icons/obj/survival_pod.dmi'
icon_state = "windoor"
base_state = "windoor"
//Table
/obj/structure/table/survival_pod
name = "table"
icon = 'icons/obj/survival_pod.dmi'
icon_state = "table"
/obj/structure/table/survival_pod/update_icon()
icon_state = "table"
//Sleeper
/obj/machinery/sleeper/survival_pod
desc = "A limited functionality sleeper, all it can do is put patients into stasis. It lacks the medication and configuration of the larger units."
icon = 'icons/obj/survival_pod.dmi'
icon_state = "sleeper"
stasis_level = 100 //Just one setting
/obj/machinery/sleeper/survival_pod/update_icon()
if(occupant)
add_overlay("sleeper_cover")
else
cut_overlays()
//Computer
/obj/item/device/gps/computer
name = "pod computer"
icon_state = "pod_computer"
icon = 'icons/obj/survival_pod_comp.dmi'
anchored = TRUE
density = TRUE
pixel_y = -32
/obj/item/device/gps/computer/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/weapon/wrench))
user.visible_message("<span class='warning'>[user] disassembles [src].</span>",
"<span class='notice'>You start to disassemble [src]...</span>", "You hear clanking and banging noises.")
if(do_after(user,4 SECONDS,src))
new /obj/item/device/gps(loc)
qdel(src)
return TRUE
return FALSE
/obj/item/device/gps/computer/attack_hand(mob/user)
attack_self(user)
//Bed
/obj/structure/bed/pod
icon = 'icons/obj/survival_pod.dmi'
icon_state = "bed"
//Survival Storage Unit
/obj/machinery/smartfridge/survival_pod
name = "survival pod storage"
desc = "A heated storage unit."
icon_state = "donkvendor"
icon = 'icons/obj/survival_pod_vend.dmi'
icon_on = "donkvendor"
icon_off = "donkvendor"
light_range = 5
light_power = 1.2
light_color = "#DDFFD3"
pixel_y = -4
max_n_of_items = 10
var/empty = FALSE
/obj/machinery/smartfridge/survival_pod/initialize(mapload)
. = ..()
if(empty)
return
for(var/i in 1 to 5)
var/obj/item/weapon/reagent_containers/food/snacks/liquidfood/W = new(src)
stock(W)
if(prob(50))
var/obj/item/weapon/storage/pill_bottle/dice/D = new(src)
stock(D)
else
var/obj/item/device/violin/V = new(src)
stock(V)
/obj/machinery/smartfridge/survival_pod/accept_check(obj/item/O)
return isitem(O)
/obj/machinery/smartfridge/survival_pod/empty
name = "dusty survival pod storage"
desc = "A heated storage unit. This one's seen better days."
empty = TRUE
//Fans
/obj/structure/fans
icon = 'icons/obj/survival_pod.dmi'
icon_state = "fans"
name = "environmental regulation system"
desc = "A large machine releasing a constant gust of air."
anchored = TRUE
density = TRUE
var/buildstacktype = /obj/item/stack/material/steel
var/buildstackamount = 5
/obj/structure/fans/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
if(!height)
return FALSE
return TRUE
/obj/structure/fans/proc/deconstruct()
new buildstacktype(loc,buildstackamount)
qdel(src)
/obj/structure/fans/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/weapon/wrench))
user.visible_message("<span class='warning'>[user] disassembles [src].</span>",
"<span class='notice'>You start to disassemble [src]...</span>", "You hear clanking and banging noises.")
if(do_after(user,4 SECONDS,src))
deconstruct()
return TRUE
return TRUE
/obj/structure/fans/tiny
name = "tiny fan"
desc = "A tiny fan, releasing a thin gust of air."
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
density = FALSE
icon_state = "fan_tiny"
buildstackamount = 2
//Signs
/obj/structure/sign/mining
name = "nanotrasen mining corps sign"
desc = "A sign of relief for weary miners, and a warning for would-be competitors to Nanotrasen's mining claims."
icon = 'icons/obj/survival_pod.dmi'
icon_state = "ntpod"
/obj/structure/sign/mining/survival
name = "shelter sign"
desc = "A high visibility sign designating a safe shelter."
icon = 'icons/obj/survival_pod.dmi'
icon_state = "survival"
//Fluff
/obj/structure/tubes
icon_state = "tubes"
icon = 'icons/obj/survival_pod.dmi'
name = "tubes"
anchored = TRUE
layer = BELOW_MOB_LAYER
density = FALSE
+60
View File
@@ -0,0 +1,60 @@
/datum/map_template/shelter
var/shelter_id
var/description
var/blacklisted_turfs
var/whitelisted_turfs
var/banned_areas
var/banned_objects
/datum/map_template/shelter/New()
. = ..()
blacklisted_turfs = typecacheof(/turf/unsimulated)
whitelisted_turfs = list()
banned_areas = typecacheof(/area/shuttle)
banned_objects = list()
/datum/map_template/shelter/proc/check_deploy(turf/deploy_location)
var/affected = get_affected_turfs(deploy_location, centered=TRUE)
for(var/turf/T in affected)
var/area/A = get_area(T)
if(is_type_in_typecache(A, banned_areas))
return SHELTER_DEPLOY_BAD_AREA
var/banned = is_type_in_typecache(T, blacklisted_turfs)
var/permitted = is_type_in_typecache(T, whitelisted_turfs)
if(banned && !permitted)
return SHELTER_DEPLOY_BAD_TURFS
for(var/obj/O in T)
if((O.density && O.anchored) || is_type_in_typecache(O, banned_objects))
return SHELTER_DEPLOY_ANCHORED_OBJECTS
return SHELTER_DEPLOY_ALLOWED
/datum/map_template/shelter/alpha
name = "Shelter Alpha"
shelter_id = "shelter_alpha"
description = "A cosy self-contained pressurized shelter, with \
built-in navigation, entertainment, medical facilities and a \
sleeping area! Order now, and we'll throw in a TINY FAN, \
absolutely free!"
mappath = "maps/submaps/shelters/shelter_1.dmm"
/datum/map_template/shelter/alpha/New()
. = ..()
whitelisted_turfs = typecacheof(/turf/simulated/mineral)
banned_objects = list()
/datum/map_template/shelter/beta
name = "Shelter Beta"
shelter_id = "shelter_beta"
description = "An extremely luxurious shelter, containing all \
the amenities of home, including carpeted floors, hot and cold \
running water, a gourmet three course meal, cooking facilities, \
and a deluxe companion to keep you from getting lonely during \
an ash storm."
mappath = "maps/submaps/shelters/shelter_2.dmm"
/datum/map_template/shelter/beta/New()
. = ..()
whitelisted_turfs = typecacheof(/turf/simulated/mineral)
banned_objects = list()
+19 -1
View File
@@ -82,4 +82,22 @@
name = "Smaller"
desc = "Your body is smaller than average."
icon_scale_percent = 0.9
icon_scale_percent = 0.9
/datum/modifier/trait/colorblind_taj
name = "Colorblind - B+R"
desc = "You are colorblind. You have a minor issue with blue colors and have difficulty recognizing them from red colors."
client_color = MATRIX_Taj_Colorblind
/datum/modifier/trait/colorblind_vulp
name = "Colorblind - G+R"
desc = "You are colorblind. You have a severe issue with green colors and have difficulty recognizing them from red colors."
client_color = MATRIX_Vulp_Colorblind
/datum/modifier/trait/colorblind_mono
name = "Colorblind - Mono"
desc = "You are colorblind. Your condition is rare, but you can see no colors at all."
client_color = MATRIX_Monochromia
+14
View File
@@ -0,0 +1,14 @@
/datum/gender/herm
key = "herm"
He = "Shi"
he = "shi"
His = "Hir"
his = "hir"
him = "hir"
has = "has"
is = "is"
does = "does"
himself = "hirself"
s = "s"
hes = "shi's"
@@ -99,7 +99,7 @@
set name = "Set Gender Identity"
set desc = "Sets the pronouns when examined and performing an emote."
set category = "IC"
var/new_gender_identity = input("Please select a gender Identity.") as null|anything in list(FEMALE, MALE, NEUTER, PLURAL)
var/new_gender_identity = input("Please select a gender Identity.") as null|anything in list(FEMALE, MALE, NEUTER, PLURAL, HERM)
if(!new_gender_identity)
return 0
change_gender_identity(new_gender_identity)
@@ -110,4 +110,4 @@
set category = "IC"
set desc = "Switch tail layer on top."
tail_alt = !tail_alt
update_tail_showing()
update_tail_showing()
+202 -238
View File
@@ -1,22 +1,6 @@
/mob/living/carbon/human/examine(mob/user)
var/skipgloves = 0
var/skipsuitstorage = 0
var/skipjumpsuit = 0
var/skipshoes = 0
var/skipmask = 0
var/skiptie = 0
var/skipholster = 0
var/skipears = 0
var/skipeyes = 0
var/skipface = 0
var/skipchest = 0
var/skipgroin = 0
var/skiphands = 0
var/skiplegs = 0
var/skiparms = 0
var/skipfeet = 0
var/skip_gear = 0
var/skip_body = 0
if(alpha <= 50)
src.loc.examine(user)
@@ -26,97 +10,101 @@
//exosuits and helmets obscure our view and stuff.
if(wear_suit)
skipsuitstorage |= wear_suit.flags_inv & HIDESUITSTORAGE
if(wear_suit.flags_inv & HIDESUITSTORAGE)
skip_gear |= EXAMINE_SKIPSUITSTORAGE
if(wear_suit.flags_inv & HIDEJUMPSUIT)
skiparms |= 1
skiplegs |= 1
skipchest |= 1
skipgroin |= 1
skipjumpsuit |= 1
skiptie |= 1
skipholster |= 1
skip_body |= EXAMINE_SKIPARMS | EXAMINE_SKIPLEGS | EXAMINE_SKIPBODY | EXAMINE_SKIPGROIN
skip_gear |= EXAMINE_SKIPJUMPSUIT | EXAMINE_SKIPTIE | EXAMINE_SKIPHOLSTER
else if(wear_suit.flags_inv & HIDETIE)
skiptie |= 1
skipholster |= 1
skip_gear |= EXAMINE_SKIPTIE | EXAMINE_SKIPHOLSTER
else if(wear_suit.flags_inv & HIDEHOLSTER)
skipholster |= 1
skip_gear |= EXAMINE_SKIPHOLSTER
if(wear_suit.flags_inv & HIDESHOES)
skipshoes |= 1
skipfeet |= 1
skip_gear |= EXAMINE_SKIPSHOES
skip_body |= EXAMINE_SKIPFEET
if(wear_suit.flags_inv & HIDEGLOVES)
skipgloves |= 1
skiphands |= 1
skip_gear |= EXAMINE_SKIPGLOVES
skip_body |= EXAMINE_SKIPHANDS
if(w_uniform)
skiplegs |= w_uniform.body_parts_covered & LEGS
skiparms |= w_uniform.body_parts_covered & ARMS
skipchest |= w_uniform.body_parts_covered & UPPER_TORSO
skipgroin |= w_uniform.body_parts_covered & LOWER_TORSO
if(w_uniform.body_parts_covered & LEGS)
skip_body |= EXAMINE_SKIPLEGS
if(w_uniform.body_parts_covered & ARMS)
skip_body |= EXAMINE_SKIPARMS
if(w_uniform.body_parts_covered & UPPER_TORSO)
skip_body |= EXAMINE_SKIPBODY
if(w_uniform.body_parts_covered & LOWER_TORSO)
skip_body |= EXAMINE_SKIPGROIN
if(gloves)
skiphands |= gloves.body_parts_covered & HANDS
if(gloves && (gloves.body_parts_covered & HANDS))
skip_body |= EXAMINE_SKIPHANDS
if(shoes)
skipfeet |= shoes.body_parts_covered & FEET
if(shoes && (shoes.body_parts_covered & FEET))
skip_body |= EXAMINE_SKIPFEET
if(head)
skipmask |= head.flags_inv & HIDEMASK
skipeyes |= head.flags_inv & HIDEEYES
skipears |= head.flags_inv & HIDEEARS
skipface |= head.flags_inv & HIDEFACE
if(head.flags_inv & HIDEMASK)
skip_gear |= EXAMINE_SKIPMASK
if(head.flags_inv & HIDEEYES)
skip_gear |= EXAMINE_SKIPEYEWEAR
skip_body |= EXAMINE_SKIPEYES
if(head.flags_inv & HIDEEARS)
skip_gear |= EXAMINE_SKIPEARS
if(head.flags_inv & HIDEFACE)
skip_body |= EXAMINE_SKIPFACE
if(wear_mask)
skipface |= wear_mask.flags_inv & HIDEFACE
if(wear_mask && (wear_mask.flags_inv & HIDEFACE))
skip_body |= EXAMINE_SKIPFACE
//This is what hides what
var/list/hidden = list(
BP_GROIN = skipgroin,
BP_TORSO = skipchest,
BP_HEAD = skipface,
BP_L_ARM = skiparms,
BP_R_ARM = skiparms,
BP_L_HAND= skiphands,
BP_R_HAND= skiphands,
BP_L_FOOT= skipfeet,
BP_R_FOOT= skipfeet,
BP_L_LEG = skiplegs,
BP_R_LEG = skiplegs)
BP_GROIN = skip_body & EXAMINE_SKIPGROIN,
BP_TORSO = skip_body & EXAMINE_SKIPBODY,
BP_HEAD = skip_body & EXAMINE_SKIPHEAD,
BP_L_ARM = skip_body & EXAMINE_SKIPARMS,
BP_R_ARM = skip_body & EXAMINE_SKIPARMS,
BP_L_HAND= skip_body & EXAMINE_SKIPHANDS,
BP_R_HAND= skip_body & EXAMINE_SKIPHANDS,
BP_L_FOOT= skip_body & EXAMINE_SKIPFEET,
BP_R_FOOT= skip_body & EXAMINE_SKIPFEET,
BP_L_LEG = skip_body & EXAMINE_SKIPLEGS,
BP_R_LEG = skip_body & EXAMINE_SKIPLEGS)
var/list/msg = list("<span class='info'>*---------*\nThis is ")
var/list/msg = list("<span class='info'>*---------*<br>This is ")
var/datum/gender/T = gender_datums[get_visible_gender()]
if(skipjumpsuit && skipface) //big suits/masks/helmets make it hard to tell their gender
T = gender_datums[PLURAL]
else if(species && species.ambiguous_genders)
var/can_detect_gender = FALSE
if(isobserver(user)) // Ghosts are all knowing.
can_detect_gender = TRUE
if(issilicon(user)) // Borgs are too because science.
can_detect_gender = TRUE
else if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.species && istype(species, H.species))
can_detect_gender = TRUE
if(!can_detect_gender)
T = gender_datums[PLURAL] // Species with ambiguous_genders will not show their true gender upon examine if the examiner is not also the same species.
else
if(icon)
msg += "\icon[icon] " //fucking BYOND: this should stop dreamseeker crashing if we -somehow- examine somebody before their icon is generated
if(!T)
// Just in case someone VVs the gender to something strange. It'll runtime anyway when it hits usages, better to CRASH() now with a helpful message.
CRASH("Gender datum was null; key was '[(skipjumpsuit && skipface) ? PLURAL : gender]'")
if(icon)
msg += "\icon[icon] " //fucking BYOND: this should stop dreamseeker crashing if we -somehow- examine somebody before their icon is generated
msg += "<EM>[src.name]</EM>"
if(!(skipjumpsuit && skipface))
if(src.custom_species)
var/datum/gender/T = gender_datums[get_visible_gender()]
if((skip_gear & EXAMINE_SKIPJUMPSUIT) && (skip_body & EXAMINE_SKIPFACE)) //big suits/masks/helmets make it hard to tell their gender
T = gender_datums[PLURAL]
else if(species && species.ambiguous_genders)
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.species && !istype(species, H.species))
T = gender_datums[PLURAL]// Species with ambiguous_genders will not show their true gender upon examine if the examiner is not also the same species.
if(!(issilicon(user) || isobserver(user))) // Ghosts and borgs are all knowing
T = gender_datums[PLURAL]
if(!T)
// Just in case someone VVs the gender to something strange. It'll runtime anyway when it hits usages, better to CRASH() now with a helpful message.
CRASH("Gender datum was null; key was '[((skip_gear & EXAMINE_SKIPJUMPSUIT) && (skip_body & EXAMINE_SKIPFACE)) ? PLURAL : gender]'")
if(!((skip_gear & EXAMINE_SKIPJUMPSUIT) && (skip_body & EXAMINE_SKIPFACE)))
//VOREStation Add Start
if(custom_species)
msg += ", a <b>[src.custom_species]</b>"
else if(looks_synth)
//VOREStation Add End
var/use_gender = "a synthetic"
if(gender == MALE)
use_gender = "an android"
@@ -130,37 +118,41 @@
var/extra_species_text = species.get_additional_examine_text(src)
if(extra_species_text)
msg += "[extra_species_text]<br>"
msg += "[extra_species_text]"
msg += "<br>"
//uniform
if(w_uniform && !skipjumpsuit && w_uniform.show_examine)
if(w_uniform && !(skip_gear & EXAMINE_SKIPJUMPSUIT) && w_uniform.show_examine)
//Ties
var/tie_msg
if(istype(w_uniform,/obj/item/clothing/under) && !skiptie)
if(istype(w_uniform,/obj/item/clothing/under) && !(skip_gear & EXAMINE_SKIPTIE))
var/obj/item/clothing/under/U = w_uniform
if(U.accessories.len)
if(skipholster)
var/list/accessories_visible = new/list() //please let this fix the stupid fucking runtimes
var/list/accessories_visible = list() //please let this fix the stupid fucking runtimes
if(skip_gear & EXAMINE_SKIPHOLSTER)
for(var/obj/item/clothing/accessory/A in U.accessories)
if(A.show_examine && !istype(A, /obj/item/clothing/accessory/holster)) // If we're supposed to skip holsters, actually skip them
accessories_visible.Add(A)
else
for(var/obj/item/clothing/accessory/A in U.accessories)
if(A.concealed_holster == 0 && A.show_examine)
accessories_visible.Add(A)
if(accessories_visible.len)
tie_msg += ". Attached to it is [english_list(accessories_visible)]"
else tie_msg += ". Attached to it is [english_list(U.accessories)]"
if(accessories_visible.len)
tie_msg += " Attached to it is [english_list(accessories_visible)]."
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [w_uniform.name]![tie_msg]</span><br>"
else
msg += "[T.He] [T.is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].\n"
msg += "[T.He] [T.is] wearing \icon[w_uniform] \a [w_uniform][tie_msg].<br>"
//head
if(head && head.show_examine)
if(head && !(skip_gear & EXAMINE_SKIPHELMET) && head.show_examine)
if(head.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] [(head.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [head.name] on [T.his] head!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[head] [head.gender==PLURAL?"some":"a"] [(head.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [head.name] on [T.his] head!</span><br>"
else
msg += "[T.He] [T.is] wearing \icon[head] \a [head] on [T.his] head.\n"
msg += "[T.He] [T.is] wearing \icon[head] \a [head] on [T.his] head.<br>"
//suit/armour
if(wear_suit)
@@ -168,102 +160,102 @@
if(istype(wear_suit,/obj/item/clothing/suit))
var/obj/item/clothing/suit/U = wear_suit
if(U.accessories.len)
tie_msg += ". Attached to it is [english_list(U.accessories)]"
tie_msg += " Attached to it is [english_list(U.accessories)]."
if(wear_suit.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] [(wear_suit.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [wear_suit.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_suit] [wear_suit.gender==PLURAL?"some":"a"] [(wear_suit.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [wear_suit.name][tie_msg]!</span><br>"
else
msg += "[T.He] [T.is] wearing \icon[wear_suit] \a [wear_suit][tie_msg].\n"
msg += "[T.He] [T.is] wearing \icon[wear_suit] \a [wear_suit].[tie_msg]<br>"
//suit/armour storage
if(s_store && !skipsuitstorage && s_store.show_examine)
if(s_store && !(skip_gear & EXAMINE_SKIPSUITSTORAGE) && s_store.show_examine)
if(s_store.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [(s_store.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [s_store.name] on [T.his] [wear_suit.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] carrying \icon[s_store] [s_store.gender==PLURAL?"some":"a"] [(s_store.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [s_store.name] on [T.his] [wear_suit.name]!</span><br>"
else
msg += "[T.He] [T.is] carrying \icon[s_store] \a [s_store] on [T.his] [wear_suit.name].\n"
msg += "[T.He] [T.is] carrying \icon[s_store] \a [s_store] on [T.his] [wear_suit.name].<br>"
//back
if(back && back.show_examine)
if(back && !(skip_gear & EXAMINE_SKIPBACKPACK) && back.show_examine)
if(back.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[back] [back.gender==PLURAL?"some":"a"] [(back.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [back] on [T.his] back.</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[back] [back.gender==PLURAL?"some":"a"] [(back.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [back] on [T.his] back.</span><br>"
else
msg += "[T.He] [T.has] \icon[back] \a [back] on [T.his] back.\n"
msg += "[T.He] [T.has] \icon[back] \a [back] on [T.his] back.<br>"
//left hand
if(l_hand && l_hand.show_examine)
if(l_hand.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] [(l_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [l_hand.name] in [T.his] left hand!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] holding \icon[l_hand] [l_hand.gender==PLURAL?"some":"a"] [(l_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [l_hand.name] in [T.his] left hand!</span><br>"
else
msg += "[T.He] [T.is] holding \icon[l_hand] \a [l_hand] in [T.his] left hand.\n"
msg += "[T.He] [T.is] holding \icon[l_hand] \a [l_hand] in [T.his] left hand.<br>"
//right hand
if(r_hand && r_hand.show_examine)
if(r_hand.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] [(r_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [r_hand.name] in [T.his] right hand!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] holding \icon[r_hand] [r_hand.gender==PLURAL?"some":"a"] [(r_hand.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [r_hand.name] in [T.his] right hand!</span><br>"
else
msg += "[T.He] [T.is] holding \icon[r_hand] \a [r_hand] in [T.his] right hand.\n"
msg += "[T.He] [T.is] holding \icon[r_hand] \a [r_hand] in [T.his] right hand.<br>"
//gloves
if(gloves && !skipgloves && gloves.show_examine)
if(gloves && !(skip_gear & EXAMINE_SKIPGLOVES) && gloves.show_examine)
if(gloves.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] [(gloves.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [gloves.name] on [T.his] hands!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[gloves] [gloves.gender==PLURAL?"some":"a"] [(gloves.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [gloves.name] on [T.his] hands!</span><br>"
else
msg += "[T.He] [T.has] \icon[gloves] \a [gloves] on [T.his] hands.\n"
else if(blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] [(hand_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained hands!</span>\n"
msg += "[T.He] [T.has] \icon[gloves] \a [gloves] on [T.his] hands.<br>"
else if(blood_DNA && !(skip_body & EXAMINE_SKIPHANDS))
msg += "<span class='warning'>[T.He] [T.has] [(hand_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained hands!</span><br>"
//handcuffed?
if(handcuffed && handcuffed.show_examine)
if(istype(handcuffed, /obj/item/weapon/handcuffs/cable))
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] restrained with cable!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] restrained with cable!</span><br>"
else
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] handcuffed!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[handcuffed] handcuffed!</span><br>"
//buckled
if(buckled)
msg += "<span class='warning'>[T.He] [T.is] \icon[buckled] buckled to [buckled]!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] \icon[buckled] buckled to [buckled]!</span><br>"
//belt
if(belt && belt.show_examine)
if(belt && !(skip_gear & EXAMINE_SKIPBELT) && belt.show_examine)
if(belt.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[belt] [belt.gender==PLURAL?"some":"a"] [(belt.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [belt.name] about [T.his] waist!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[belt] [belt.gender==PLURAL?"some":"a"] [(belt.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [belt.name] about [T.his] waist!</span><br>"
else
msg += "[T.He] [T.has] \icon[belt] \a [belt] about [T.his] waist.\n"
msg += "[T.He] [T.has] \icon[belt] \a [belt] about [T.his] waist.<br>"
//shoes
if(shoes && !skipshoes && shoes.show_examine)
if(shoes && !(skip_gear & EXAMINE_SKIPSHOES) && shoes.show_examine)
if(shoes.blood_DNA)
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] [(shoes.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [shoes.name] on [T.his] feet!</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[shoes] [shoes.gender==PLURAL?"some":"a"] [(shoes.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [shoes.name] on [T.his] feet!</span><br>"
else
msg += "[T.He] [T.is] wearing \icon[shoes] \a [shoes] on [T.his] feet.\n"
else if(feet_blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] [(feet_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained feet!</span>\n"
msg += "[T.He] [T.is] wearing \icon[shoes] \a [shoes] on [T.his] feet.<br>"
else if(feet_blood_DNA && !(skip_body & EXAMINE_SKIPHANDS))
msg += "<span class='warning'>[T.He] [T.has] [(feet_blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained feet!</span><br>"
//mask
if(wear_mask && !skipmask && wear_mask.show_examine)
if(wear_mask && !(skip_gear & EXAMINE_SKIPMASK) && wear_mask.show_examine)
var/descriptor = "on [T.his] face"
if(istype(wear_mask, /obj/item/weapon/grenade) && check_has_mouth())
descriptor = "in [T.his] mouth"
if(wear_mask.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] [(wear_mask.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [wear_mask.name] [descriptor]!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[wear_mask] [wear_mask.gender==PLURAL?"some":"a"] [(wear_mask.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [wear_mask.name] [descriptor]!</span><br>"
else
msg += "[T.He] [T.has] \icon[wear_mask] \a [wear_mask] [descriptor].\n"
msg += "[T.He] [T.has] \icon[wear_mask] \a [wear_mask] [descriptor].<br>"
//eyes
if(glasses && !skipeyes && glasses.show_examine)
if(glasses && !(skip_gear & EXAMINE_SKIPEYEWEAR) && glasses.show_examine)
if(glasses.blood_DNA)
msg += "<span class='warning'>[T.He] [T.has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] [(glasses.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [glasses] covering [T.his] eyes!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \icon[glasses] [glasses.gender==PLURAL?"some":"a"] [(glasses.blood_color != SYNTH_BLOOD_COLOUR) ? "blood" : "oil"]-stained [glasses] covering [T.his] eyes!</span><br>"
else
msg += "[T.He] [T.has] \icon[glasses] \a [glasses] covering [T.his] eyes.\n"
msg += "[T.He] [T.has] \icon[glasses] \a [glasses] covering [T.his] eyes.<br>"
//left ear
if(l_ear && !skipears && l_ear.show_examine)
msg += "[T.He] [T.has] \icon[l_ear] \a [l_ear] on [T.his] left ear.\n"
if(l_ear && !(skip_gear & EXAMINE_SKIPEARS) && l_ear.show_examine)
msg += "[T.He] [T.has] \icon[l_ear] \a [l_ear] on [T.his] left ear.<br>"
//right ear
if(r_ear && !skipears && r_ear.show_examine)
msg += "[T.He] [T.has] \icon[r_ear] \a [r_ear] on [T.his] right ear.\n"
if(r_ear && !(skip_gear & EXAMINE_SKIPEARS) && r_ear.show_examine)
msg += "[T.He] [T.has] \icon[r_ear] \a [r_ear] on [T.his] right ear.<br>"
//ID
if(wear_id && wear_id.show_examine)
@@ -275,27 +267,27 @@
var/obj/item/weapon/card/id/idcard = wear_id
id = idcard.registered_name
if(id && (id != real_name) && (get_dist(src, usr) <= 1) && prob(10))
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span>\n"
msg += "<span class='warning'>[T.He] [T.is] wearing \icon[wear_id] \a [wear_id] yet something doesn't seem right...</span><br>"
else*/
msg += "[T.He] [T.is] wearing \icon[wear_id] \a [wear_id].\n"
msg += "[T.He] [T.is] wearing \icon[wear_id] \a [wear_id].<br>"
//Jitters
if(is_jittery)
if(jitteriness >= 300)
msg += "<span class='warning'><B>[T.He] [T.is] convulsing violently!</B></span>\n"
msg += "<span class='warning'><B>[T.He] [T.is] convulsing violently!</B></span><br>"
else if(jitteriness >= 200)
msg += "<span class='warning'>[T.He] [T.is] extremely jittery.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] extremely jittery.</span><br>"
else if(jitteriness >= 100)
msg += "<span class='warning'>[T.He] [T.is] twitching ever so slightly.</span>\n"
msg += "<span class='warning'>[T.He] [T.is] twitching ever so slightly.</span><br>"
//splints
for(var/organ in BP_ALL)
var/obj/item/organ/external/o = get_organ(organ)
if(o && o.splinted && o.splinted.loc == o)
msg += "<span class='warning'>[T.He] [T.has] \a [o.splinted] on [T.his] [o.name]!</span>\n"
msg += "<span class='warning'>[T.He] [T.has] \a [o.splinted] on [T.his] [o.name]!</span><br>"
if(suiciding)
msg += "<span class='warning'>[T.He] appears to have commited suicide... there is no hope of recovery.</span>\n"
msg += "<span class='warning'>[T.He] appears to have commited suicide... there is no hope of recovery.</span><br>"
msg += attempt_vr(src,"examine_weight",args) //VOREStation Code
msg += attempt_vr(src,"examine_nutrition",args) //VOREStation Code
@@ -305,56 +297,39 @@
msg += attempt_vr(src,"examine_nif",args) //VOREStation Code
if(mSmallsize in mutations)
msg += "[T.He] [T.is] small halfling!\n"
msg += "[T.He] [T.is] very short!<br>"
var/distance = get_dist(usr,src)
if(istype(usr, /mob/observer/dead) || usr.stat == 2) // ghosts can see anything
distance = 1
if (src.stat)
msg += "<span class='warning'>[T.He] [T.is]n't responding to anything around [T.him] and seems to be asleep.</span>\n"
if((stat == 2 || src.losebreath) && distance <= 3)
msg += "<span class='warning'>[T.He] [T.does] not appear to be breathing.</span>\n"
if(istype(usr, /mob/living/carbon/human) && !usr.stat && Adjacent(usr))
usr.visible_message("<b>[usr]</b> checks [src]'s pulse.", "You check [src]'s pulse.")
msg += "<span class='warning'>[T.He] [T.is]n't responding to anything around [T.him] and seems to be asleep.</span><br>"
if((stat == 2 || src.losebreath) && get_dist(user, src) <= 3)
msg += "<span class='warning'>[T.He] [T.does] not appear to be breathing.</span><br>"
if(istype(user, /mob/living/carbon/human) && !user.stat && Adjacent(user))
user.visible_message("<b>[usr]</b> checks [src]'s pulse.", "You check [src]'s pulse.")
spawn(15)
if(distance <= 1 && usr.stat != 1)
if(isobserver(user) || (Adjacent(user) && !user.stat)) // If you're a corpse then you can't exactly check their pulse, but ghosts can see anything
if(pulse == PULSE_NONE)
usr << "<span class='deadsay'>[T.He] [T.has] no pulse[src.client ? "" : " and [T.his] soul has departed"]...</span>"
to_chat(user, "<span class='deadsay'>[T.He] [T.has] no pulse[src.client ? "" : " and [T.his] soul has departed"]...</span>")
else
usr << "<span class='deadsay'>[T.He] [T.has] a pulse!</span>"
to_chat(user, "<span class='deadsay'>[T.He] [T.has] a pulse!</span>")
if(fire_stacks)
msg += "[T.He] [T.is] covered in some liquid.\n"
msg += "[T.He] [T.is] covered in some liquid.<br>"
if(on_fire)
msg += "<span class='warning'>[T.He] [T.is] on fire!.</span>\n"
msg += "<span class='warning'>"
/*
if(nutrition < 100)
msg += "[T.He] [T.is] severely malnourished.\n"
else if(nutrition >= 500)
/*if(usr.nutrition < 100)
msg += "[T.He] [T.is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else*/
msg += "[T.He] [T.is] quite chubby.\n"
*/
msg += "</span>"
msg += "<span class='warning'>[T.He] [T.is] on fire!.</span><br>"
var/ssd_msg = species.get_ssd(src)
if(stat != DEAD)
if(ssd_msg && (!should_have_organ("brain") || has_brain()))
if(!key)
msg += "<span class='deadsay'>[T.He] [T.is] [ssd_msg]. It doesn't look like [T.he] [T.is] waking up anytime soon.</span>\n"
else if(!client)
msg += "<span class='deadsay'>[T.He] [T.is] [ssd_msg].</span>\n"
if(client && ((client.inactivity / 10) / 60 > 10)) //10 Minutes
msg += "\[Inactive for [round((client.inactivity/10)/60)] minutes\]\n"
else if(disconnect_time)
msg += "\[Disconnected/ghosted [round(((world.realtime - disconnect_time)/10)/60)] minutes ago\]\n"
if(ssd_msg && (!should_have_organ("brain") || has_brain()) && stat != DEAD)
if(!key)
msg += "<span class='deadsay'>[T.He] [T.is] [ssd_msg]. It doesn't look like [T.he] [T.is] waking up anytime soon.</span><br>"
else if(!client)
msg += "<span class='deadsay'>[T.He] [T.is] [ssd_msg].</span><br>"
//VOREStation Add Start
if(client && ((client.inactivity / 10) / 60 > 10)) //10 Minutes
msg += "\[Inactive for [round((client.inactivity/10)/60)] minutes\]\n"
else if(disconnect_time)
msg += "\[Disconnected/ghosted [round(((world.realtime - disconnect_time)/10)/60)] minutes ago\]\n"
//VOREStation Add End
var/list/wound_flavor_text = list()
var/list/is_bleeding = list()
var/applying_pressure = ""
@@ -366,9 +341,9 @@
var/obj/item/organ/external/E = organs_by_name[organ_tag]
if(!E)
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [organ_descriptor].</b></span>\n"
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [organ_descriptor].</b></span><br>"
else if(E.is_stump())
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.has] a stump where [T.his] [organ_descriptor] should be.</b></span>\n"
wound_flavor_text["[organ_descriptor]"] = "<span class='warning'><b>[T.He] [T.has] a stump where [T.his] [organ_descriptor] should be.</b></span><br>"
else
continue
@@ -377,13 +352,14 @@
if((temp.organ_tag in hidden) && hidden[temp.organ_tag])
continue //Organ is hidden, don't talk about it
if(temp.status & ORGAN_DESTROYED)
wound_flavor_text["[temp.name]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [temp.name].</b></span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'><b>[T.He] [T.is] missing [T.his] [temp.name].</b></span><br>"
continue
if(!looks_synth && temp.robotic == ORGAN_ROBOT)
if(!(temp.brute_dam + temp.burn_dam))
wound_flavor_text["[temp.name]"] = "[T.He] [T.has] a [temp.name].\n"
wound_flavor_text["[temp.name]"] = "[T.He] [T.has] a [temp.name].<br>"
else
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] a [temp.name] with [temp.get_wounds_desc()]!</span>\n"
wound_flavor_text["[temp.name]"] = "<span class='warning'>[T.He] [T.has] a [temp.name] with [temp.get_wounds_desc()]!</span><br>"
continue
else if(temp.wounds.len > 0 || temp.open)
if(temp.is_stump() && temp.parent_organ && organs_by_name[temp.parent_organ])
@@ -395,7 +371,7 @@
wound_flavor_text["[temp.name]"] = ""
if(temp.dislocated == 2)
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.joint] is dislocated!</span><br>"
if(((temp.status & ORGAN_BROKEN) && temp.brute_dam > temp.min_broken_damage) || (temp.status & ORGAN_MUTATED))
if(temp.brute_dam > temp.min_broken_damage || (temp.status & (ORGAN_BROKEN | ORGAN_MUTATED)))
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.name] is dented and swollen!</span><br>"
if(temp.germ_level > INFECTION_LEVEL_TWO && !(temp.status & ORGAN_DEAD))
@@ -403,8 +379,8 @@
else if(temp.status & ORGAN_DEAD)
wound_flavor_text["[temp.name]"] += "<span class='warning'>[T.His] [temp.name] looks rotten!</span><br>"
if(!wound_flavor_text["[temp.name]"] && (temp.status & ORGAN_BLEEDING))
is_bleeding["[temp.name]"] = "<span class='danger'>[T.His] [temp.name] is bleeding!</span><br>"
if(temp.status & ORGAN_BLEEDING)
is_bleeding["[temp.name]"] += "<span class='danger'>[T.His] [temp.name] is bleeding!</span><br>"
if(temp.applied_pressure == src)
applying_pressure = "<span class='info'>[T.He] is applying pressure to [T.his] [temp.name].</span><br>"
@@ -414,58 +390,51 @@
for(var/limb in is_bleeding)
msg += is_bleeding[limb]
for(var/implant in get_visible_implants(0))
msg += "<span class='danger'>[src] [T.has] \a [implant] sticking out of [T.his] flesh!</span>\n"
msg += "<span class='danger'>[src] [T.has] \a [implant] sticking out of [T.his] flesh!</span><br>"
if(digitalcamo)
msg += "[T.He] [T.is] repulsively uncanny!\n"
msg += "[T.He] [T.is] repulsively uncanny!<br>"
if(hasHUD(usr,"security"))
var/perpname = "wot"
if(hasHUD(user,"security"))
var/perpname = name
var/criminal = "None"
if(wear_id)
var/obj/item/weapon/card/id/I = wear_id.GetID()
if(I)
if(istype(wear_id, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = wear_id
perpname = I.registered_name
else
perpname = name
else
perpname = name
else if(istype(wear_id, /obj/item/device/pda))
var/obj/item/device/pda/P = wear_id
perpname = P.owner
if(perpname)
for (var/datum/data/record/E in data_core.general)
if(E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.security)
if(R.fields["id"] == E.fields["id"])
criminal = R.fields["criminal"]
for (var/datum/data/record/R in data_core.security)
if(R.fields["name"] == perpname)
criminal = R.fields["criminal"]
msg += "<span class = 'deptradio'>Criminal status:</span> <a href='?src=\ref[src];criminal=1'>\[[criminal]\]</a>\n"
msg += "<span class = 'deptradio'>Security records:</span> <a href='?src=\ref[src];secrecord=`'>\[View\]</a> <a href='?src=\ref[src];secrecordadd=`'>\[Add comment\]</a>\n"
msg += "<span class = 'deptradio'>Criminal status:</span> <a href='?src=\ref[src];criminal=1'>\[[criminal]\]</a><br>"
msg += "<span class = 'deptradio'>Security records:</span> <a href='?src=\ref[src];secrecord=`'>\[View\]</a> <a href='?src=\ref[src];secrecordadd=`'>\[Add comment\]</a><br>"
if(hasHUD(usr,"medical"))
var/perpname = "wot"
if(hasHUD(user,"medical"))
var/perpname = name
var/medical = "None"
if(wear_id)
if(istype(wear_id,/obj/item/weapon/card/id))
perpname = wear_id:registered_name
else if(istype(wear_id,/obj/item/device/pda))
var/obj/item/device/pda/tempPda = wear_id
perpname = tempPda.owner
else
perpname = src.name
if(istype(wear_id, /obj/item/weapon/card/id))
var/obj/item/weapon/card/id/I = wear_id
perpname = I.registered_name
else if(istype(wear_id, /obj/item/device/pda))
var/obj/item/device/pda/P = wear_id
perpname = P.owner
for (var/datum/data/record/E in data_core.general)
if (E.fields["name"] == perpname)
for (var/datum/data/record/R in data_core.general)
if (R.fields["id"] == E.fields["id"])
medical = R.fields["p_stat"]
for (var/datum/data/record/R in data_core.medical)
if (R.fields["name"] == perpname)
medical = R.fields["p_stat"]
msg += "<span class = 'deptradio'>Physical status:</span> <a href='?src=\ref[src];medical=1'>\[[medical]\]</a>\n"
msg += "<span class = 'deptradio'>Medical records:</span> <a href='?src=\ref[src];medrecord=`'>\[View\]</a> <a href='?src=\ref[src];medrecordadd=`'>\[Add comment\]</a>\n"
msg += "<span class = 'deptradio'>Physical status:</span> <a href='?src=\ref[src];medical=1'>\[[medical]\]</a><br>"
msg += "<span class = 'deptradio'>Medical records:</span> <a href='?src=\ref[src];medrecord=`'>\[View\]</a> <a href='?src=\ref[src];medrecordadd=`'>\[Add comment\]</a><br>"
if(print_flavor_text())
msg += "[print_flavor_text()]\n"
msg += "[print_flavor_text()]<br>"
// VOREStation Start
if(ooc_notes)
@@ -473,12 +442,12 @@
// VOREStation End
msg += "*---------*</span><br>"
msg += applying_pressure
if (pose)
if( findtext(pose,".",lentext(pose)) == 0 && findtext(pose,"!",lentext(pose)) == 0 && findtext(pose,"?",lentext(pose)) == 0 )
if(pose)
if(!findtext(pose, regex("\[.?!]$"))) // Will be zero if the last character is not a member of [.?!]
pose = addtext(pose,".") //Makes sure all emotes end with a period.
msg += "[T.He] [pose]"
user << jointext(msg, null)
to_chat(user, jointext(msg, null))
//Helper procedure. Called by /mob/living/carbon/human/examine() and /mob/living/carbon/human/Topic() to determine HUD access to security and medical records.
/proc/hasHUD(mob/M as mob, hudtype)
@@ -490,8 +459,6 @@
return istype(H.glasses, /obj/item/clothing/glasses/hud/security) || istype(H.glasses, /obj/item/clothing/glasses/sunglasses/sechud)
if("medical")
return istype(H.glasses, /obj/item/clothing/glasses/hud/health)
else
return 0
else if(istype(M, /mob/living/silicon/robot))
var/mob/living/silicon/robot/R = M
switch(hudtype)
@@ -499,7 +466,4 @@
return R.hudmode == "Security"
if("medical")
return R.hudmode == "Medical"
else
return 0
else
return 0
return 0
@@ -35,6 +35,12 @@
t_he = "it"
t_His = "Its"
t_his = "its"
if(HERM)
t_He = "Shi"
t_he = "shi"
t_His = "Hir"
t_his = "hir"
t_heavy = "curvy"
switch(weight_examine)
if(0 to 74)
@@ -88,6 +94,10 @@
t_He = "It"
t_his = "its"
t_His = "Its"
if(HERM)
t_He = "Shi"
t_his = "hir"
t_His = "Hir"
switch(nutrition_examine)
if(0 to 49)
message = "<span class='warning'>[t_He] [t_is] starving! You can hear [t_his] stomach snarling from across the room!</span>\n"
@@ -13,3 +13,4 @@
name = "Pun Pun"
real_name = name
w_uniform = new /obj/item/clothing/under/punpun(src)
regenerate_icons()
@@ -5,84 +5,84 @@
/datum/species
// Descriptors and strings.
var/name // Species name.
var/name_plural // Pluralized name (since "[name]s" is not always valid)
var/blurb = "A completely nondescript species." // A brief lore summary for use in the chargen screen.
var/name // Species name.
var/name_plural // Pluralized name (since "[name]s" is not always valid)
var/blurb = "A completely nondescript species." // A brief lore summary for use in the chargen screen.
// Icon/appearance vars.
var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
var/speech_bubble_appearance = "normal" // Part of icon_state to use for speech bubbles when talking. See talk.dmi for available icons.
var/fire_icon_state = "humanoid" // The icon_state used inside OnFire.dmi for when on fire.
var/suit_storage_icon = 'icons/mob/belt_mirror.dmi' // Icons used for worn items in suit storage slot.
var/speech_bubble_appearance = "normal" // Part of icon_state to use for speech bubbles when talking. See talk.dmi for available icons.
var/fire_icon_state = "humanoid" // The icon_state used inside OnFire.dmi for when on fire.
var/suit_storage_icon = 'icons/mob/belt_mirror.dmi' // Icons used for worn items in suit storage slot.
// Damage overlay and masks.
var/damage_overlays = 'icons/mob/human_races/masks/dam_human.dmi'
var/damage_mask = 'icons/mob/human_races/masks/dam_mask_human.dmi'
var/blood_mask = 'icons/mob/human_races/masks/blood_human.dmi'
var/prone_icon // If set, draws this from icobase when mob is prone.
var/blood_color = "#A10808" // Red.
var/flesh_color = "#FFC896" // Pink.
var/base_color // Used by changelings. Should also be used for icon previews.
var/prone_icon // If set, draws this from icobase when mob is prone.
var/blood_color = "#A10808" // Red.
var/flesh_color = "#FFC896" // Pink.
var/base_color // Used by changelings. Should also be used for icon previews.
var/tail // Name of tail state in species effects icon file.
var/tail_animation // If set, the icon to obtain tail animation states from.
var/tail // Name of tail state in species effects icon file.
var/tail_animation // If set, the icon to obtain tail animation states from.
var/tail_hair
var/icon_scale = 1 // Makes the icon larger/smaller.
var/icon_scale = 1 // Makes the icon larger/smaller.
var/race_key = 0 // Used for mob icon cache string.
var/icon/icon_template // Used for mob icon generation for non-32x32 species.
var/race_key = 0 // Used for mob icon cache string.
var/icon/icon_template // Used for mob icon generation for non-32x32 species.
var/mob_size = MOB_MEDIUM
var/show_ssd = "fast asleep"
var/virus_immune
var/short_sighted // Permanent weldervision.
var/blood_volume = 560 // Initial blood volume.
var/bloodloss_rate = 1 // Multiplier for how fast a species bleeds out. Higher = Faster
var/hunger_factor = 0.05 // Multiplier for hunger.
var/active_regen_mult = 1 // Multiplier for 'Regenerate' power speed, in human_powers.dm
var/short_sighted // Permanent weldervision.
var/blood_volume = 560 // Initial blood volume.
var/bloodloss_rate = 1 // Multiplier for how fast a species bleeds out. Higher = Faster
var/hunger_factor = 0.05 // Multiplier for hunger.
var/active_regen_mult = 1 // Multiplier for 'Regenerate' power speed, in human_powers.dm
var/taste_sensitivity = TASTE_NORMAL // How sensitive the species is to minute tastes.
var/taste_sensitivity = TASTE_NORMAL // How sensitive the species is to minute tastes.
var/min_age = 17
var/max_age = 70
// Language/culture vars.
var/default_language = LANGUAGE_GALCOM // Default language is used when 'say' is used without modifiers.
var/language = LANGUAGE_GALCOM // Default racial language, if any.
var/species_language = LANGUAGE_GALCOM // Used on the Character Setup screen
var/list/secondary_langs = list() // The names of secondary languages that are available to this species.
var/list/speech_sounds // A list of sounds to potentially play when speaking.
var/list/speech_chance // The likelihood of a speech sound playing.
var/num_alternate_languages = 0 // How many secondary languages are available to select at character creation
var/name_language = LANGUAGE_GALCOM // The language to use when determining names for this species, or null to use the first name/last name generator
var/default_language = LANGUAGE_GALCOM // Default language is used when 'say' is used without modifiers.
var/language = LANGUAGE_GALCOM // Default racial language, if any.
var/species_language = LANGUAGE_GALCOM // Used on the Character Setup screen
var/list/secondary_langs = list() // The names of secondary languages that are available to this species.
var/list/speech_sounds // A list of sounds to potentially play when speaking.
var/list/speech_chance // The likelihood of a speech sound playing.
var/num_alternate_languages = 0 // How many secondary languages are available to select at character creation
var/name_language = LANGUAGE_GALCOM // The language to use when determining names for this species, or null to use the first name/last name generator
//Soundy emotey things.
var/scream_verb = "screams"
var/male_scream_sound //= 'sound/goonstation/voice/male_scream.ogg' Removed due to licensing, replace!
var/female_scream_sound //= 'sound/goonstation/voice/female_scream.ogg' Removed due to licensing, replace!
var/male_scream_sound //= 'sound/goonstation/voice/male_scream.ogg' Removed due to licensing, replace!
var/female_scream_sound //= 'sound/goonstation/voice/female_scream.ogg' Removed due to licensing, replace!
var/male_cough_sounds = list('sound/effects/mob_effects/m_cougha.ogg','sound/effects/mob_effects/m_coughb.ogg', 'sound/effects/mob_effects/m_coughc.ogg')
var/female_cough_sounds = list('sound/effects/mob_effects/f_cougha.ogg','sound/effects/mob_effects/f_coughb.ogg')
var/male_sneeze_sound = 'sound/effects/mob_effects/sneeze.ogg'
var/female_sneeze_sound = 'sound/effects/mob_effects/f_sneeze.ogg'
// Combat vars.
var/total_health = 100 // Point at which the mob will enter crit.
var/list/unarmed_types = list( // Possible unarmed attacks that the mob will use in combat,
var/total_health = 100 // Point at which the mob will enter crit.
var/list/unarmed_types = list( // Possible unarmed attacks that the mob will use in combat,
/datum/unarmed_attack,
/datum/unarmed_attack/bite
)
var/list/unarmed_attacks = null // For empty hand harm-intent attack
var/brute_mod = 1 // Physical damage multiplier.
var/burn_mod = 1 // Burn damage multiplier.
var/oxy_mod = 1 // Oxyloss modifier
var/toxins_mod = 1 // Toxloss modifier
var/radiation_mod = 1 // Radiation modifier
var/flash_mod = 1 // Stun from blindness modifier.
var/chemOD_mod = 1 // Damage modifier for overdose
var/vision_flags = SEE_SELF // Same flags as glasses.
var/list/unarmed_attacks = null // For empty hand harm-intent attack
var/brute_mod = 1 // Physical damage multiplier.
var/burn_mod = 1 // Burn damage multiplier.
var/oxy_mod = 1 // Oxyloss modifier
var/toxins_mod = 1 // Toxloss modifier
var/radiation_mod = 1 // Radiation modifier
var/flash_mod = 1 // Stun from blindness modifier.
var/chemOD_mod = 1 // Damage modifier for overdose
var/vision_flags = SEE_SELF // Same flags as glasses.
// Death vars.
var/meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/human
@@ -95,23 +95,23 @@
var/cloning_modifier = /datum/modifier/cloning_sickness
// Environment tolerance/life processes vars.
var/reagent_tag //Used for metabolizing reagents.
var/breath_type = "oxygen" // Non-oxygen gas breathed, if any.
var/poison_type = "phoron" // Poisonous air.
var/exhale_type = "carbon_dioxide" // Exhaled gas type.
var/reagent_tag //Used for metabolizing reagents.
var/breath_type = "oxygen" // Non-oxygen gas breathed, if any.
var/poison_type = "phoron" // Poisonous air.
var/exhale_type = "carbon_dioxide" // Exhaled gas type.
var/body_temperature = 310.15 // Species will try to stabilize at this temperature. (also affects temperature processing)
var/body_temperature = 310.15 // Species will try to stabilize at this temperature. (also affects temperature processing)
// Cold
var/cold_level_1 = 260 // Cold damage level 1 below this point.
var/cold_level_2 = 200 // Cold damage level 2 below this point.
var/cold_level_3 = 120 // Cold damage level 3 below this point.
var/cold_level_1 = 260 // Cold damage level 1 below this point.
var/cold_level_2 = 200 // Cold damage level 2 below this point.
var/cold_level_3 = 120 // Cold damage level 3 below this point.
var/breath_cold_level_1 = 240 // Cold gas damage level 1 below this point.
var/breath_cold_level_2 = 180 // Cold gas damage level 2 below this point.
var/breath_cold_level_3 = 100 // Cold gas damage level 3 below this point.
var/breath_cold_level_1 = 240 // Cold gas damage level 1 below this point.
var/breath_cold_level_2 = 180 // Cold gas damage level 2 below this point.
var/breath_cold_level_3 = 100 // Cold gas damage level 3 below this point.
var/cold_discomfort_level = 285 // Aesthetic messages about feeling chilly.
var/cold_discomfort_level = 285 // Aesthetic messages about feeling chilly.
var/list/cold_discomfort_strings = list(
"You feel chilly.",
"You shiver suddenly.",
@@ -119,15 +119,15 @@
)
// Hot
var/heat_level_1 = 360 // Heat damage level 1 above this point.
var/heat_level_2 = 400 // Heat damage level 2 above this point.
var/heat_level_3 = 1000 // Heat damage level 3 above this point.
var/heat_level_1 = 360 // Heat damage level 1 above this point.
var/heat_level_2 = 400 // Heat damage level 2 above this point.
var/heat_level_3 = 1000 // Heat damage level 3 above this point.
var/breath_heat_level_1 = 380 // Heat gas damage level 1 below this point.
var/breath_heat_level_2 = 450 // Heat gas damage level 2 below this point.
var/breath_heat_level_3 = 1250 // Heat gas damage level 3 below this point.
var/breath_heat_level_1 = 380 // Heat gas damage level 1 below this point.
var/breath_heat_level_2 = 450 // Heat gas damage level 2 below this point.
var/breath_heat_level_3 = 1250 // Heat gas damage level 3 below this point.
var/heat_discomfort_level = 315 // Aesthetic messages about feeling warm.
var/heat_discomfort_level = 315 // Aesthetic messages about feeling warm.
var/list/heat_discomfort_strings = list(
"You feel sweat drip down your neck.",
"You feel uncomfortably warm.",
@@ -135,13 +135,13 @@
)
var/passive_temp_gain = 0 // Species will gain this much temperature every second
var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure.
var/warning_high_pressure = WARNING_HIGH_PRESSURE // High pressure warning.
var/warning_low_pressure = WARNING_LOW_PRESSURE // Low pressure warning.
var/hazard_low_pressure = HAZARD_LOW_PRESSURE // Dangerously low pressure.
var/light_dam // If set, mob will be damaged in light over this value and heal in light below its negative.
var/minimum_breath_pressure = 16 // Minimum required pressure for breath, in kPa
var/passive_temp_gain = 0 // Species will gain this much temperature every second
var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure.
var/warning_high_pressure = WARNING_HIGH_PRESSURE // High pressure warning.
var/warning_low_pressure = WARNING_LOW_PRESSURE // Low pressure warning.
var/hazard_low_pressure = HAZARD_LOW_PRESSURE // Dangerously low pressure.
var/light_dam // If set, mob will be damaged in light over this value and heal in light below its negative.
var/minimum_breath_pressure = 16 // Minimum required pressure for breath, in kPa
var/metabolic_rate = 1
@@ -149,52 +149,55 @@
// HUD data vars.
var/datum/hud_data/hud
var/hud_type
var/health_hud_intensity = 1 // This modifies how intensely the health hud is colored.
var/health_hud_intensity = 1 // This modifies how intensely the health hud is colored.
// Body/form vars.
var/list/inherent_verbs // Species-specific verbs.
var/has_fine_manipulation = 1 // Can use small items.
var/siemens_coefficient = 1 // The lower, the thicker the skin and better the insulation.
var/darksight = 2 // Native darksight distance.
var/flags = 0 // Various specific features.
var/appearance_flags = 0 // Appearance/display related features.
var/spawn_flags = 0 // Flags that specify who can spawn as this species
var/list/inherent_verbs // Species-specific verbs.
var/has_fine_manipulation = 1 // Can use small items.
var/siemens_coefficient = 1 // The lower, the thicker the skin and better the insulation.
var/darksight = 2 // Native darksight distance.
var/flags = 0 // Various specific features.
var/appearance_flags = 0 // Appearance/display related features.
var/spawn_flags = 0 // Flags that specify who can spawn as this species
var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
var/obj/effect/decal/cleanable/blood/tracks/move_trail = /obj/effect/decal/cleanable/blood/tracks/footprints // What marks are left when walking
var/list/skin_overlays = list()
var/has_floating_eyes = 0 // Whether the eyes can be shown above other icons
var/has_glowing_eyes = 0 // Whether the eyes are shown above all lighting
var/water_movement = 0 // How much faster or slower the species is in water
var/snow_movement = 0 // How much faster or slower the species is on snow
var/has_floating_eyes = 0 // Whether the eyes can be shown above other icons
var/has_glowing_eyes = 0 // Whether the eyes are shown above all lighting
var/water_movement = 0 // How much faster or slower the species is in water
var/snow_movement = 0 // How much faster or slower the species is on snow
var/item_slowdown_mod = 1 // How affected by item slowdown the species is.
var/primitive_form // Lesser form, if any (ie. monkey for humans)
var/greater_form // Greater form, if any, ie. human for monkeys.
var/item_slowdown_mod = 1 // How affected by item slowdown the species is.
var/primitive_form // Lesser form, if any (ie. monkey for humans)
var/greater_form // Greater form, if any, ie. human for monkeys.
var/holder_type
var/gluttonous // Can eat some mobs. 1 for mice, 2 for monkeys, 3 for people.
var/rarity_value = 1 // Relative rarity/collector value for this species.
// Determines the organs that the species spawns with and
var/list/has_organ = list( // which required-organ checks are conducted.
O_HEART = /obj/item/organ/internal/heart,
O_LUNGS = /obj/item/organ/internal/lungs,
O_LIVER = /obj/item/organ/internal/liver,
O_KIDNEYS = /obj/item/organ/internal/kidneys,
O_BRAIN = /obj/item/organ/internal/brain,
var/gluttonous // Can eat some mobs. 1 for mice, 2 for monkeys, 3 for people.
var/rarity_value = 1 // Relative rarity/collector value for this species.
var/economic_modifier = 2 // How much money this species makes
// Determines the organs that the species spawns with and
var/list/has_organ = list( // which required-organ checks are conducted.
O_HEART = /obj/item/organ/internal/heart,
O_LUNGS = /obj/item/organ/internal/lungs,
O_LIVER = /obj/item/organ/internal/liver,
O_KIDNEYS = /obj/item/organ/internal/kidneys,
O_BRAIN = /obj/item/organ/internal/brain,
O_APPENDIX = /obj/item/organ/internal/appendix,
O_EYES = /obj/item/organ/internal/eyes
O_EYES = /obj/item/organ/internal/eyes
)
var/vision_organ // If set, this organ is required for vision. Defaults to "eyes" if the species has them.
var/vision_organ // If set, this organ is required for vision. Defaults to "eyes" if the species has them.
var/list/has_limbs = list(
BP_TORSO = list("path" = /obj/item/organ/external/chest),
BP_GROIN = list("path" = /obj/item/organ/external/groin),
BP_HEAD = list("path" = /obj/item/organ/external/head),
BP_L_ARM = list("path" = /obj/item/organ/external/arm),
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
BP_L_LEG = list("path" = /obj/item/organ/external/leg),
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
BP_TORSO = list("path" = /obj/item/organ/external/chest),
BP_GROIN = list("path" = /obj/item/organ/external/groin),
BP_HEAD = list("path" = /obj/item/organ/external/head),
BP_L_ARM = list("path" = /obj/item/organ/external/arm),
BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
BP_L_LEG = list("path" = /obj/item/organ/external/leg),
BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
BP_L_HAND = list("path" = /obj/item/organ/external/hand),
BP_R_HAND = list("path" = /obj/item/organ/external/hand/right),
BP_L_FOOT = list("path" = /obj/item/organ/external/foot),
@@ -202,12 +205,12 @@
)
var/list/genders = list(MALE, FEMALE)
var/ambiguous_genders = FALSE // If true, people examining a member of this species whom are not also the same species will see them as gender neutral. Because aliens.
var/ambiguous_genders = FALSE // If true, people examining a member of this species whom are not also the same species will see them as gender neutral. Because aliens.
// Bump vars
var/bump_flag = HUMAN // What are we considered to be when bumped?
var/push_flags = ~HEAVY // What can we push?
var/swap_flags = ~HEAVY // What can we swap place with?
var/bump_flag = HUMAN // What are we considered to be when bumped?
var/push_flags = ~HEAVY // What can we push?
var/swap_flags = ~HEAVY // What can we swap place with?
var/pass_flags = 0
@@ -283,9 +286,9 @@
if((organ in H.organs) || (organ in H.internal_organs))
qdel(organ)
if(H.organs) H.organs.Cut()
if(H.internal_organs) H.internal_organs.Cut()
if(H.organs_by_name) H.organs_by_name.Cut()
if(H.organs) H.organs.Cut()
if(H.internal_organs) H.internal_organs.Cut()
if(H.organs_by_name) H.organs_by_name.Cut()
if(H.internal_organs_by_name) H.internal_organs_by_name.Cut()
H.organs = list()
@@ -130,7 +130,7 @@ var/list/wrapped_species_by_ref = list()
if(!new_gender)
return
var/new_gender_identity = input("Please select a gender Identity.", "Shapeshifter Gender Identity") as null|anything in list(FEMALE, MALE, NEUTER, PLURAL)
var/new_gender_identity = input("Please select a gender Identity.", "Shapeshifter Gender Identity") as null|anything in list(FEMALE, MALE, NEUTER, PLURAL, HERM) //VOREStation Edit
if(!new_gender_identity)
return
@@ -35,11 +35,14 @@ var/datum/species/shapeshifter/promethean/prometheans
male_cough_sounds = list('sound/effects/slime_squish.ogg')
female_cough_sounds = list('sound/effects/slime_squish.ogg')
min_age = 1
max_age = 10
economic_modifier = 3
//gluttonous = 1 // VOREStation Edit. Redundant feature.
virus_immune = 1
blood_volume = 560
min_age = 1
max_age = 10
brute_mod = 0.75
burn_mod = 2
oxy_mod = 0
@@ -181,6 +184,8 @@ VOREStation Removal End */
t_she = "They are"
else if(H.identifying_gender == NEUTER)
t_she = "It is"
else if(H.identifying_gender == HERM) //VOREStation Edit
t_she = "Shi is"
switch(stored_shock_by_ref["\ref[H]"])
if(1 to 10)
@@ -10,8 +10,12 @@
secondary_langs = list(LANGUAGE_SCHECHI, LANGUAGE_SKRELLIAN)
name_language = LANGUAGE_SCHECHI
species_language = LANGUAGE_SCHECHI
min_age = 12
max_age = 45
economic_modifier = 6
health_hud_intensity = 3
male_cough_sounds = list('sound/effects/mob_effects/tesharicougha.ogg','sound/effects/mob_effects/tesharicoughb.ogg')
@@ -12,8 +12,12 @@
species_language = LANGUAGE_SOL_COMMON
secondary_langs = list(LANGUAGE_SOL_COMMON, LANGUAGE_TERMINUS)
name_language = null // Use the first-name last-name generator rather than a language scrambler
min_age = 17
max_age = 130
economic_modifier = 10
health_hud_intensity = 1.5
spawn_flags = SPECIES_CAN_JOIN
@@ -52,6 +56,8 @@
min_age = 32
max_age = 260
economic_modifier = 7
blurb = "A heavily reptillian species, Unathi hail from the \
Uuosa-Eso system, which roughly translates to 'burning mother'.<br/><br/>Coming from a harsh, inhospitable \
planet, they mostly hold ideals of honesty, virtue, proficiency and bravery above all \
@@ -155,6 +161,8 @@
min_age = 17
max_age = 80
economic_modifier = 7
blurb = "The Tajaran are a mammalian species resembling roughly felines, hailing from Meralar in the Rarkajar system. \
While reaching to the stars independently from outside influences, the humans engaged them in peaceful trade contact \
and have accelerated the fledgling culture into the interstellar age. Their history is full of war and highly fractious \
@@ -239,6 +247,8 @@
min_age = 19
max_age = 130
economic_modifier = 12
darksight = 4
flash_mod = 1.2
chemOD_mod = 0.9
@@ -314,6 +324,8 @@
min_age = 1
max_age = 300
economic_modifier = 4
blurb = "Commonly referred to (erroneously) as 'plant people', the Dionaea are a strange space-dwelling collective \
species hailing from Epsilon Ursae Minoris. Each 'diona' is a cluster of numerous cat-sized organisms called nymphs; \
there is no effective upper limit to the number that can fuse in gestalt, and reports exist of the Epsilon Ursae \
@@ -1,137 +1,151 @@
/mob/living/carbon/human/proc/begin_reconstitute_form() //Scree's race ability.in exchange for: No cloning.
/mob/living/carbon/human/proc/reconstitute_form() //Scree's race ability.in exchange for: No cloning.
set name = "Reconstitute Form"
set category = "Abilities"
if(world.time < last_special)
return
last_special = world.time + 50 //To prevent button spam.
// Sanity is mostly handled in chimera_regenerate()
var/confirm = alert(usr, "Are you sure you want to completely reconstruct your form? This process can take up to twenty minutes, depending on how hungry you are, and you will be unable to move.", "Confirm Regeneration", "Yes", "No")
if(confirm == "Yes")
chimera_regenerate()
/mob/living/carbon/human/proc/chimera_regenerate()
var/nutrition_used = nutrition/2
if(reviving == TRUE) //If they're already unable to
to_chat(src, "You are already reconstructing, or your body is currently recovering from the intense process of your previous reconstitution.")
return
if(stat == DEAD) //Uh oh, you died!
if(hasnutriment()) //Let's hope you have nutriment in you.... If not
var/time = (240+960/(1 + nutrition_used/75))
reviving = TRUE
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
//don't need all the weakened, does_not_breathe, canmove, heal IB crap here like you do for live ones'cause they're DEAD.
spawn(time SECONDS)
if(src) //Runtime prevention.
if (stat == DEAD) // let's make sure they've not been defibbed or whatever
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch.</span>")
verbs += /mob/living/carbon/human/proc/hatch
return
else // their revive got aborted by being made not-dead. Remove their cooldown.
to_chat(src, "<span class='notice'>Your body has recovered from its ordeal, ready to regenerate itself again.</span>")
reviving = FALSE
return
else
return //Something went wrong.
else //Dead until nutrition injected.
to_chat(src, "Your body is too damaged to regenerate without additional nutrients to feed what few living cells remain.")
//If they're already regenerating
switch(reviving)
if(REVIVING_NOW)
to_chat(src, "You are already reconstructing, just wait for the reconstruction to finish!")
return
if(REVIVING_DONE)
to_chat(src, "Your reconstruction is done, but you need to hatch now.")
return
if(REVIVING_COOLDOWN)
to_chat(src, "You can't use that ability again so soon!")
return
else if(stat != DEAD) //If they're alive at the time of regenerating.
var/time = (240+960/(1 + nutrition_used/75))
weakened = 10000 //Since it takes 1 tick to lose one weaken. Due to prior rounding errors, you'd sometimes unweaken before regenning. This fixes that.
reviving = TRUE
canmove = 0 //Make them unable to move. In case they somehow get up before the delay.
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
does_not_breathe = 1 //effectively makes them spaceworthy while regenning
var/nutrition_used = nutrition * 0.5
var/time = (240+960/(1 + nutrition_used/75))
spawn(time SECONDS)
if(stat != DEAD) //If they're still alive after regenning.
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
verbs += /mob/living/carbon/human/proc/hatch
return
else if(stat == DEAD)
if(hasnutriment()) //Let's hope you have nutriment in you.... If not
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
verbs += /mob/living/carbon/human/proc/hatch
return
else //Dead until nutrition injected.
to_chat(src, "Your body was unable to regenerate, what few living cells remain require additional nutrients to complete the process.")
reviving = FALSE // so they can try again when they're given a kickstart
return
else
return //Something went wrong
//Clicked regen while dead.
if(stat == DEAD)
//Has nutrition and dead, allow regen.
if(hasnutriment())
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
//Scary spawnerization.
reviving = REVIVING_NOW
spawn(time SECONDS)
// Was dead, now not dead.
if(stat != DEAD)
to_chat(src, "<span class='notice'>Your body has recovered from its ordeal, ready to regenerate itself again.</span>")
reviving = 0 //Not bool
// Was dead, still dead.
else
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch.</span>")
verbs |= /mob/living/carbon/human/proc/hatch
reviving = REVIVING_DONE
//Dead until nutrition injected.
else
to_chat(src, "<span class='warning'>Your body is too damaged to regenerate without additional nutrients to feed what few living cells remain.</span>")
//Clicked regen while NOT dead
else
return //Something went wrong
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
//Waiting for regen after being alive
reviving = REVIVING_NOW
spawn(time SECONDS)
//If they're still alive after regenning.
if(stat != DEAD)
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
verbs |= /mob/living/carbon/human/proc/hatch
reviving = REVIVING_DONE
//Was alive, now dead
else if(hasnutriment())
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
verbs |= /mob/living/carbon/human/proc/hatch
reviving = REVIVING_DONE
//Dead until nutrition injected.
else
to_chat(src, "<span class='warning'>Your body was unable to regenerate, what few living cells remain require additional nutrients to complete the process.</span>")
reviving = 0 //Not boolean
/mob/living/carbon/human/proc/hasnutriment()
if (bloodstr.has_reagent("nutriment", 30) || src.bloodstr.has_reagent("protein", 15)) //protein needs half as much. For reference, a steak contains 9u protein.
return 1
return TRUE
else if (ingested.has_reagent("nutriment", 60) || src.ingested.has_reagent("protein", 30)) //try forcefeeding them, why not. Less effective.
return 1
else return 0
return TRUE
else return FALSE
/mob/living/carbon/human/proc/hatch()
set name = "Hatch"
set category = "Abilities"
if(world.time < last_special)
if(reviving != REVIVING_DONE)
//Hwhat?
verbs -= /mob/living/carbon/human/proc/hatch
return
last_special = world.time + 50 //To prevent button spam.
var/confirm = alert(usr, "Are you sure you want to hatch right now? This will be very obvious to anyone in view.", "Confirm Regeneration", "Yes", "No")
if(confirm == "Yes")
if(stat == DEAD) //Uh oh, you died!
if(hasnutriment()) //Let's hope you have nutriment in you.... If not
if(src) //Runtime prevention.
chimera_hatch()
visible_message("<span class='danger'><p><font size=4>The lifeless husk of [src] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>") //Bloody hell...
brainloss += 10 //Reviving from dead means you take a lil' brainloss on top of whatever was healed in the revive.
return
else
return //Runtime prevention
else //don't have nutriment to hatch! Or you somehow died in between completing your revive and hitting hatch.
to_chat(src, "Your body was unable to regenerate, what few living cells remain require additional nutrients to complete the process.")
reviving = FALSE // so they can try again when they're given a kickstart
//Dead when hatching
if(stat == DEAD)
//Check again for nutriment (necessary?)
if(hasnutriment())
chimera_hatch()
adjustBrainLoss(10) // if they're reviving from dead, they come back with 10 brainloss on top of whatever's unhealed.
visible_message("<span class='danger'><p><font size=4>The lifeless husk of [src] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>") //Bloody hell...
return
else if(stat != DEAD) //If they're alive at the time of regenerating.
//Don't have nutriment to hatch! Or you somehow died in between completing your revive and hitting hatch.
else
to_chat(src, "Your body was unable to regenerate, what few living cells remain require additional nutrients to complete the process.")
verbs -= /mob/living/carbon/human/proc/hatch
reviving = 0 //So they can try again when they're given a kickstart
//Alive when hatching
else
chimera_hatch()
visible_message("<span class='danger'><p><font size=4>The dormant husk of [src] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>") //Bloody hell...
return
else
return //Runtime prevention.
/mob/living/carbon/human/proc/chimera_hatch()
nutrition -= nutrition/2 //Cut their nutrition in half.
var/old_nutrition = nutrition //Since the game is being annoying.
verbs -= /mob/living/carbon/human/proc/hatch
to_chat(src, "<span class='notice'>Your new body awakens, bursting free from your old skin.</span>")
var/T = get_turf(src)
new /obj/effect/gibspawner/human/scree(T)
var/braindamage = brainloss/2 //If you have 100 brainloss, it gives you 50.
does_not_breathe = 0 //start breathing again
revive() // I did have special snowflake code, but this is easier.
weakened = 2 //Not going to let you get up immediately. 2 ticks before you get up. Overrides the above 10000 weaken.
//Modify and record values (half nutrition and braindamage)
var/old_nutrition = nutrition * 0.5
var/braindamage = (brainloss * 0.5) //Can only heal half brain damage.
//I did have special snowflake code, but this is easier.
revive()
mutations.Remove(HUSK)
nutrition = old_nutrition
brainloss = braindamage //Gives them half their prior brain damage.
update_canmove()
setBrainLoss(braindamage)
//Drop everything
for(var/obj/item/W in src)
drop_from_inventory(W)
spawn(3600 SECONDS) //1 hour wait until you can revive.
reviving = FALSE
to_chat(src, "Your body has recovered from the strenuous effort of rebuilding itself.")
verbs -= /mob/living/carbon/human/proc/hatch
return
/obj/effect/gibspawner/human/scree
fleshcolor = "#14AD8B" //Scree blood.
//Unfreeze some things
does_not_breathe = FALSE
update_canmove()
weakened = 2
//Visual effects
var/T = get_turf(src)
new /obj/effect/gibspawner/human/xenochimera(T)
reviving = REVIVING_COOLDOWN
schedule_callback_in(1 HOUR, VARSET_CALLBACK(src, reviving, 0))
/obj/effect/gibspawner/human/xenochimera
fleshcolor = "#14AD8B"
bloodcolor = "#14AD8B"
/mob/living/carbon/human/proc/getlightlevel() //easier than having the same code in like three places
@@ -141,7 +155,7 @@
else return 0
/mob/living/carbon/human/proc/handle_feral()
if(handling_hal) return //avoid conflict with actual hallucinations
if(handling_hal) return
handling_hal = 1
if(client && feral >= 10) // largely a copy of handle_hallucinations() without the fake attackers. Unlike hallucinations, only fires once - if they're still feral they'll get hit again anyway.
@@ -650,7 +664,7 @@
var/list/choices = list()
for(var/mob/living/carbon/human/M in oviewers(1))
choices += M
if(!choices.len)
to_chat(src,"<span class='warning'>There's nobody nearby to use this on.</span>")
@@ -698,7 +712,7 @@
if(can_shred(T) != T)
to_chat(src,"<span class='warning'>Looks like you lost your chance...</span>")
return
//Removing an internal organ
if(T_int && T_int.damage >= 25) //Internal organ and it's been severely damaged
T.apply_damage(15, BRUTE, T_ext) //Damage the external organ they're going through.
@@ -713,7 +727,7 @@
//Removing an external organ
else if(!T_int && (T_ext.damage >= 25 || T_ext.brute_dam >= 25))
T_ext.droplimb(1,DROPLIMB_EDGE) //Clean cut so it doesn't kill the prey completely.
//Is it groin/chest? You can't remove those.
if(T_ext.cannot_amputate)
T.apply_damage(25, BRUTE, T_ext)
@@ -726,14 +740,20 @@
visible_message("<span class='warning'>[src] tears off [T]'s [T_ext.name]!</span>","<span class='warning'>You tear off [T]'s [T_ext.name]!</span>")
//Not targeting an internal organ w/ > 25 damage , and the limb doesn't have < 25 damage.
else
else
if(T_int)
T_int.damage = 25 //Internal organs can only take damage, not brute damage.
T.apply_damage(25, BRUTE, T_ext)
visible_message("<span class='danger'>[src] severely damages [T]'s [T_ext.name]!</span>")
add_attack_logs(src,T,"Shredded (hardvore)")
/mob/living/proc/shred_limb_temp()
set name = "Damage/Remove Prey's Organ (beartrap)"
set desc = "Severely damages prey's organ. If the limb is already severely damaged, it will be torn off."
set category = "Abilities"
shred_limb()
/mob/living/proc/flying_toggle()
set name = "Toggle Flight"
set desc = "While flying over open spaces, you will use up some nutrition. If you run out nutrition, you will fall. Additionally, you can't fly if you are too heavy."
@@ -22,7 +22,7 @@
tail = "tail" //Scree's tail. Can be disabled in the vore tab by choosing "hide species specific tail sprite"
icobase_tail = 1
inherent_verbs = list(
/mob/living/carbon/human/proc/begin_reconstitute_form,
/mob/living/carbon/human/proc/reconstitute_form,
/mob/living/carbon/human/proc/sonar_ping,
/mob/living/carbon/human/proc/succubus_drain,
/mob/living/carbon/human/proc/succubus_drain_finalize,
@@ -40,9 +40,9 @@
Most, if not all chimeras possess the ability to undergo some type of regeneration process, at the cost of energy."
hazard_low_pressure = -1 //Prevents them from dying normally in space. Special code handled below.
cold_level_1 = -5000 // All cold debuffs are handled below in handle_environment_special
cold_level_2 = -5000
cold_level_3 = -5000
cold_level_1 = -1 // All cold debuffs are handled below in handle_environment_special
cold_level_2 = -1
cold_level_3 = -1
//primitive_form = "Farwa"
@@ -56,142 +56,198 @@
/datum/species/xenochimera/handle_environment_special(var/mob/living/carbon/human/H)
if(H.stat == 2) // If they're dead they won't think about being all feral and won't need all the code below.
return
//If they're KO'd/dead, they're probably not thinking a lot about much of anything.
if(!H.stat)
handle_feralness(H)
//handle feral triggers
if(H.nutrition <= 200||H.traumatic_shock > min(60, H.nutrition/10)) // Stress factors are in play
// If they're hungry, give nag messages.
if (!istype(H.loc, /mob)) // if they're in a mob, skip the hunger stuff so it doesn't mess with drain/absorption modes.
if(H.nutrition < 200 && H.nutrition > 150)
if(prob(0.5)) //A bit of an issue, not too bad.
H << "<span class='info'>You feel rather hungry. It might be a good idea to find some some food...</span>"
else if(H.nutrition <= 150 && H.nutrition > 100)
if(prob(0.5)) //Getting closer, should probably eat some food about now...
H << "<span class='warning'>You feel like you're going to snap and give in to your hunger soon... It would be for the best to find some [pick("food","prey")] to eat...</span>"
else if(H.nutrition <= 100) //Should've eaten sooner!
if(H.feral == 0)
H << "<span class='danger'><big>Something in your mind flips, your instincts taking over, no longer able to fully comprehend your surroundings as survival becomes your primary concern - you must feed, survive, there is nothing else. Hunt. Eat. Hide. Repeat.</big></span>"
log_and_message_admins("has gone feral due to hunger.", H)
H.feral += 5 //just put them over the threshold by a decent amount for the first chunk.
if(H.stat == CONSCIOUS)
H.emote("twitch")
if(H.feral + H.nutrition < 150) //Feralness increases while this hungry, capped at 50-150 depending on hunger.
H.feral += 1
// If they're hurt, chance of snapping. Not if they're straight-up KO'd though.
if (H.stat == CONSCIOUS && H.traumatic_shock >=min(60, H.nutrition/10)) //at 360 nutrition, this is 30 brute/burn, or 18 halloss. Capped at 50 brute/30 halloss - if they take THAT much, no amount of satiation will help them. Also they're fat.
if (2.5*H.halloss >= H.traumatic_shock) //If the majority of their shock is due to halloss, greater chance of snapping.
if(prob(min(10,(0.2 * H.traumatic_shock))))
if(H.feral == 0)
H << "<span class='danger'><big>The pain! It stings! Got to get away! Your instincts take over, urging you to flee, to hide, to go to ground, get away from here...</big></span>"
log_and_message_admins("has gone feral due to halloss.", H)
H.feral = max(H.feral, H.halloss) //if already more feral than their halloss justifies, don't increase it.
H.emote("twitch")
else if(prob(min(10,(0.1 * H.traumatic_shock))))
H.emote("twitch")
if(H.feral == 0)
H << "<span class='danger'><big>Your fight-or-flight response kicks in, your injuries too much to simply ignore - you need to flee, to hide, survive at all costs - or destroy whatever is threatening you.</big></span>"
H.feral = 2*H.traumatic_shock //Make 'em snap.
log_and_message_admins("has gone feral due to injury.", H)
else
H.feral = max(H.feral, H.traumatic_shock * 2) //keep feralness up to match the current injury state.
else if (H.jitteriness >= 100) //No stress factors, but there's coffee. Keeps them mildly feral while they're all jittery.
if(H.feral == 0)
H << "<span class='warning'><big>Suddenly, something flips - everything that moves is... potential prey. A plaything. This is great! Time to hunt!</big></span>"
log_and_message_admins("has gone feral due to jitteriness.", H)
if(H.stat == CONSCIOUS)
H.emote("twitch")
H.feral = max(H.feral, H.jitteriness-100) //they'll be twitchy and pouncy while they're under the influence, and feralness won't wear off until they're calm.
//While regenerating
if(H.reviving && H.reviving != REVIVING_COOLDOWN)
H.weakened = 5
H.canmove = 0
H.does_not_breathe = TRUE
//Cold/pressure effects when not regenerating
else
if (H.feral > 0) //still feral, but all stress factors are gone. Calm them down.
H.feral -= 1
if (H.feral <=0) //check if they're unferalled
H.feral = 0
H << "<span class='info'>Your thoughts start clearing, your feral urges having passed - for the time being, at least.</span>"
log_and_message_admins("is no longer feral.", H)
var/datum/gas_mixture/environment = H.loc.return_air()
var/pressure2 = environment.return_pressure()
var/adjusted_pressure2 = H.calculate_affecting_pressure(pressure2)
// handle what happens while feral
//Very low pressure damage
if(adjusted_pressure2 <= 20)
H.take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
if(H.feral > 0) //do the following if feral, otherwise no effects.
var/light_amount = H.getlightlevel() //how much light there is in the place
//Cold hurts and gives them pain messages, eventually weakening and paralysing, but doesn't damage or trigger feral.
//NB: 'body_temperature' used here is the 'setpoint' species var
var/temp_diff = body_temperature - H.bodytemperature
if(temp_diff >= 50)
H.shock_stage = min(H.shock_stage + (temp_diff/20), 160) // Divided by 20 is the same as previous numbers, but a full scale
H.eye_blurry = max(5,H.eye_blurry)
H.shock_stage = max(H.shock_stage-(H.feral/20), 0) //if they lose enough health to hit softcrit, handle_shock() will keep resetting this. Otherwise, pissed off critters will lose shock faster than they gain it.
if(light_amount <= 0.5) // in the darkness. No need for custom scene-protection checks as it's just an occational infomessage.
if(prob(2)) //periodic nagmessages just to remind 'em they're still feral
if (H.traumatic_shock >=min(60, H.nutrition/10)) // if hurt, tell 'em to heal up
H << "<span class='info'> This place seems safe, secure, hidden, a place to lick your wounds and recover...</span>"
else if(H.nutrition <= 100) //If hungry, nag them to go and find someone or something to eat.
H << "<span class='info'> Secure in your hiding place, your hunger still gnaws at you. You need to catch some food...</span>"
else if(H.jitteriness >= 100)
H << "<span class='info'> sneakysneakyyesyesyescleverhidingfindthingsyessssss</span>"
else //otherwise, just tell them to keep hiding.
H << "<span class='info'> ...safe...</span>"
else // must be in a lit area
var/list/nearby = oviewers(H)
if (nearby.len) // someone's nearby
if(prob(1)) // 1 in 100 chance of doing something so as not to interrupt scenes
var/mob/M = pick(nearby)
if (H.traumatic_shock >=min(60, H.nutrition/10)) //tell 'em to be wary of a random person
H << "<span class='danger'> You're hurt, in danger, exposed, and [M] looks to be a little too close for comfort...</span>"
else if(H.nutrition <= 250 || H.jitteriness > 0) //tell them a random person in view looks like food. It CAN happen when you're not hungry enough to be feral, especially if coffee is involved.
H << "<span class='danger'> Every movement, every flick, every sight and sound has your full attention, your hunting instincts on high alert... In fact, [M] looks extremely appetizing...</span>"
if(H.stat == CONSCIOUS)
/datum/species/xenochimera/proc/handle_feralness(var/mob/living/carbon/human/H)
//Low-ish nutrition has messages and eventually feral
var/hungry = H.nutrition <= 200
//At 360 nutrition, this is 30 brute/burn, or 18 halloss. Capped at 50 brute/30 halloss - if they take THAT much, no amount of satiation will help them. Also they're fat.
var/shock = H.traumatic_shock > min(60, H.nutrition/10)
//Caffeinated xenochimera can become feral and have special messages
var/jittery = H.jitteriness >= 100
//To reduce distant object references
var/feral = H.feral
//Handle feral triggers and pre-feral messages
if(!feral && (hungry || shock || jittery))
// If they're hungry, give nag messages (when not bellied)
if(H.nutrition >= 100 && prob(0.5) && !isbelly(H.loc))
switch(H.nutrition)
if(150 to 200)
to_chat(H,"<span class='info'>You feel rather hungry. It might be a good idea to find some some food...</span>")
if(100 to 150)
to_chat(H,"<span class='warning'>You feel like you're going to snap and give in to your hunger soon... It would be for the best to find some [pick("food","prey")] to eat...</span>")
// Going feral due to hunger
else if(H.nutrition < 100 && !isbelly(H.loc))
to_chat(H,"<span class='danger'><big>Something in your mind flips, your instincts taking over, no longer able to fully comprehend your surroundings as survival becomes your primary concern - you must feed, survive, there is nothing else. Hunt. Eat. Hide. Repeat.</big></span>")
log_and_message_admins("has gone feral due to hunger.", H)
feral = 5
if(!H.stat)
H.emote("twitch")
// If they're hurt, chance of snapping.
else if(shock)
//If the majority of their shock is due to halloss, greater chance of snapping.
if(2.5*H.halloss >= H.traumatic_shock)
if(prob(min(10,(0.2 * H.traumatic_shock))))
to_chat(H,"<span class='danger'><big>The pain! It stings! Got to get away! Your instincts take over, urging you to flee, to hide, to go to ground, get away from here...</big></span>")
log_and_message_admins("has gone feral due to halloss.", H)
feral = 5
if(!H.stat)
H.emote("twitch")
//Majority due to other damage sources
else if(prob(min(10,(0.1 * H.traumatic_shock))))
to_chat(H,"<span class='danger'><big>Your fight-or-flight response kicks in, your injuries too much to simply ignore - you need to flee, to hide, survive at all costs - or destroy whatever is threatening you.</big></span>")
feral = 5
log_and_message_admins("has gone feral due to injury.", H)
if(!H.stat)
H.emote("twitch")
//No hungry or shock, but jittery
else if(jittery)
to_chat(H,"<span class='warning'><big>Suddenly, something flips - everything that moves is... potential prey. A plaything. This is great! Time to hunt!</big></span>")
feral = 5
log_and_message_admins("has gone feral due to jitteriness.", H)
if(!H.stat)
H.emote("twitch")
// Handle being feral
if(feral)
//Shock due to mostly halloss. More feral.
if(shock && 2.5*H.halloss >= H.traumatic_shock)
feral = max(feral, H.halloss)
//Shock due to mostly injury. More feral.
else if(shock)
feral = max(feral, H.traumatic_shock * 2)
//Still jittery? More feral.
if(jittery)
feral = max(feral, H.jitteriness-100)
//Still hungry? More feral.
if(H.feral + H.nutrition < 150)
feral++
else
feral = max(0,--feral)
//Set our real mob's var to our temp var
H.feral = feral
//Did we just finish being feral?
if(!feral)
to_chat(H,"<span class='info'>Your thoughts start clearing, your feral urges having passed - for the time being, at least.</span>")
log_and_message_admins("is no longer feral.", H)
return
//If they lose enough health to hit softcrit, handle_shock() will keep resetting this. Otherwise, pissed off critters will lose shock faster than they gain it.
H.shock_stage = max(H.shock_stage-(feral/20), 0)
//Handle light/dark areas
var/turf/T = get_turf(H)
if(!T)
return //Nullspace
var/darkish = T.get_lumcount() <= 0.1
//Don't bother doing heavy lifting if we weren't going to give emotes anyway.
if(!prob(1))
//This is basically the 'lite' version of the below block.
var/list/nearby = H.living_mobs(world.view)
//Not in the dark and out in the open.
if(!darkish && isturf(H.loc))
//Always handle feral if nobody's around and not in the dark.
if(!nearby.len)
H.handle_feral()
else // nobody around
H.handle_feral()
if(prob(2)) //periodic nagmessages
if(H.nutrition <= 100) //If hungry, nag them to go and find someone or something to eat.
H << "<span class='danger'> Confusing sights and sounds and smells surround you - scary and disorienting it may be, but the drive to hunt, to feed, to survive, compels you.</span>"
if(H.stat == CONSCIOUS)
H.emote("twitch")
else if(H.jitteriness >= 100)
H << "<span class='danger'> yesyesyesyesyesyesgetthethingGETTHETHINGfindfoodsfindpreypounceyesyesyes</span>"
if(H.stat == CONSCIOUS)
H.emote("twitch")
else //otherwise, just tell them to hide.
H << "<span class='danger'> Confusing sights and sounds and smells surround you, this place is wrong, confusing, frightening. You need to hide, go to ground...</span>"
if(H.stat == CONSCIOUS)
H.emote("twitch")
//Rarely handle feral if someone is around
else if(prob(1))
H.handle_feral()
//////////////////////////////////////////////////////////////////////////////////////////
///////////WIP CODE TO MAKE XENOCHIMERAS NOT DIE IN SPACE WHILE REGENNING BELOW/////////// //I put WIP, but what I really meant to put was "Finished"
//////////////////////////////////////////////////////////////////////////////////////////
//And bail
return
var/datum/gas_mixture/environment = H.loc.return_air()
var/pressure2 = environment.return_pressure()
var/adjusted_pressure2 = H.calculate_affecting_pressure(pressure2)
// In the darkness or "hidden". No need for custom scene-protection checks as it's just an occational infomessage.
if(darkish || !isturf(H.loc))
// If hurt, tell 'em to heal up
if (shock)
to_chat(H,"<span class='info'>This place seems safe, secure, hidden, a place to lick your wounds and recover...</span>")
if(adjusted_pressure2 <= 20 && H.does_not_breathe) //If they're in a enviroment with no pressure and are not breathing (See: regenerating), don't kill them.
//This is just to prevent them from taking damage if they're in stasis.
//If hungry, nag them to go and find someone or something to eat.
else if(hungry)
to_chat(H,"<span class='info'>Secure in your hiding place, your hunger still gnaws at you. You need to catch some food...</span>")
else if(adjusted_pressure2 <= 20) //If they're in an enviroment with no pressure and are NOT in stasis, damage them.
H.take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
//If jittery, etc
else if(jittery)
to_chat(H,"<span class='info'>sneakysneakyyesyesyescleverhidingfindthingsyessssss</span>")
if(H.bodytemperature <= 260 && H.does_not_breathe) //If they're regenerating, don't give them them the negative cold effects
//This is just here to prevent them from getting cold effects
//Otherwise, just tell them to keep hiding.
else
to_chat(H,"<span class='info'>...safe...</span>")
// NOT in the darkness
else
//Twitch twitch
if(!H.stat)
H.emote("twitch")
var/list/nearby = H.living_mobs(world.view)
// Someone/something nearby
if(nearby.len)
var/M = pick(nearby)
if(shock)
to_chat(H,"<span class='danger'>You're hurt, in danger, exposed, and [M] looks to be a little too close for comfort...</span>")
else if(hungry || jittery)
to_chat(H,"<span class='danger'>Every movement, every flick, every sight and sound has your full attention, your hunting instincts on high alert... In fact, [M] looks extremely appetizing...</span>")
// Nobody around
else
if(hungry)
to_chat(H,"<span class='danger'>Confusing sights and sounds and smells surround you - scary and disorienting it may be, but the drive to hunt, to feed, to survive, compels you.</span>")
else if(jittery)
to_chat(H,"<span class='danger'>yesyesyesyesyesyesgetthethingGETTHETHINGfindfoodsfindpreypounceyesyesyes</span>")
else
to_chat(H,"<span class='danger'>Confusing sights and sounds and smells surround you, this place is wrong, confusing, frightening. You need to hide, go to ground...</span>")
else if(H.bodytemperature <= 260) //If they're not in stasis and are cold. Don't really have to add in an exception to cryo cells, as the effects aren't anything /too/ horrible.
var/coldshock = 0
if(H.bodytemperature <= 260 && H.bodytemperature >= 200) //Chilly.
coldshock = 4 //This will begin to knock them out until they run out of oxygen and suffocate or until someone finds them.
H.eye_blurry = 5 //Blurry vision in the cold.
if(H.bodytemperature <= 199 && H.bodytemperature >= 100) //Extremely cold. Even in somewhere like the server room it takes a while for bodytemp to drop this low.
coldshock = 8
H.eye_blurry = 5
if(H.bodytemperature <= 99) //Insanely cold.
coldshock = 16
H.eye_blurry = 5
H.shock_stage = min(H.shock_stage + coldshock, 160) //cold hurts and gives them pain messages, eventually weakening and paralysing, but doesn't damage or trigger feral.
return
/datum/species/xenochimera/proc/produceCopy(var/datum/species/to_copy,var/list/traits,var/mob/living/carbon/human/H)
ASSERT(to_copy)
@@ -272,10 +328,10 @@
Before they were found they built great cities out of their silk, being united and subjugated in warring factions under great “Star Queens” \
Who forced the working class to build huge, towering cities to attempt to reach the stars, which they worship as gems of great spiritual and magical significance."
hazard_low_pressure = -1 //Prevents them from dying normally in space. Special code handled below.
cold_level_1 = -5000 // All cold debuffs are handled below in handle_environment_special
cold_level_2 = -5000
cold_level_3 = -5000
hazard_low_pressure = 20 //Prevents them from dying normally in space. Special code handled below.
cold_level_1 = -1 // All cold debuffs are handled below in handle_environment_special
cold_level_2 = -1
cold_level_3 = -1
//primitive_form = "Monkey" //I dunno. Replace this in the future.
@@ -288,16 +344,9 @@
blood_color = "#0952EF" //Spiders have blue blood.
/datum/species/spider/handle_environment_special(var/mob/living/carbon/human/H)
if(H.stat == 2) // If they're dead they won't need anything.
if(H.stat == DEAD) // If they're dead they won't need anything.
return
var/datum/gas_mixture/environment = H.loc.return_air()
var/pressure2 = environment.return_pressure()
var/adjusted_pressure2 = H.calculate_affecting_pressure(pressure2)
if(adjusted_pressure2 <= 20) //If they're in an enviroment with no pressure and are NOT in stasis, like a stasis bodybag, damage them.
H.take_overall_damage(brute=LOW_PRESSURE_DAMAGE, used_weapon = "Low Pressure")
if(H.bodytemperature <= 260) //If they're really cold, they go into stasis.
var/coldshock = 0
if(H.bodytemperature <= 260 && H.bodytemperature >= 200) //Chilly.
@@ -118,11 +118,13 @@
desc = "You simply can't see colors at all, period. You are 100% colorblind."
cost = -1
/datum/modifier/colorblindness_mono
name = "Colorblindness (Monochromancy)"
desc = "You simply can't see colors at all, period. You are 100% colorblind."
/datum/trait/colorblind/apply(var/datum/species/S,var/mob/living/carbon/human/H)
..(S,H)
if(!H.plane_holder)
H.plane_holder = new(H)
H.plane_holder.set_vis(VIS_D_COLORBLIND,TRUE) //The default is monocrhomia, no need to set values
H.add_modifier(/datum/modifier/trait/colorblind_mono)
/datum/trait/colorblind/para_vulp
name = "Colorblindness (Para Vulp)"
@@ -131,7 +133,7 @@
/datum/trait/colorblind/para_vulp/apply(var/datum/species/S,var/mob/living/carbon/human/H)
..(S,H)
H.plane_holder.alter_values(VIS_D_COLORBLIND,list("variety" = "Paradise Vulp"))
H.add_modifier(/datum/modifier/trait/colorblind_vulp)
/datum/trait/colorblind/para_taj
name = "Colorblindness (Para Taj)"
@@ -140,4 +142,4 @@
/datum/trait/colorblind/para_taj/apply(var/datum/species/S,var/mob/living/carbon/human/H)
..(S,H)
H.plane_holder.alter_values(VIS_D_COLORBLIND,list("variety" = "Paradise Taj"))
H.add_modifier(/datum/modifier/trait/colorblind_taj)
@@ -1,22 +1,22 @@
/datum/trait/metabolism_up
name = "Fast Metabolism"
desc = "You process ingested and injected reagents faster, but get hungry faster."
desc = "You process ingested and injected reagents faster, but get hungry faster (Teshari speed)."
cost = 0
var_changes = list("metabolic_rate" = 1.2, "hunger_factor" = 0.2, "metabolism" = 0.005) //Teshari level
var_changes = list("metabolic_rate" = 1.2, "hunger_factor" = 0.2, "metabolism" = 0.06) // +20% rate and 4x hunger (Teshari level)
excludes = list(/datum/trait/metabolism_down, /datum/trait/metabolism_apex)
/datum/trait/metabolism_down
name = "Slow Metabolism"
desc = "You process ingested and injected reagents slower, but get hungry slower."
cost = 0
var_changes = list("metabolic_rate" = 0.8, "hunger_factor" = 0.04, "metabolism" = 0.001)
var_changes = list("metabolic_rate" = 0.8, "hunger_factor" = 0.04, "metabolism" = 0.0012) // -20% of default.
excludes = list(/datum/trait/metabolism_up, /datum/trait/metabolism_apex)
/datum/trait/metabolism_apex
name = "Apex Metabolism"
desc = "Finally a proper excuse for your predatory actions. Also makes you process reagents faster but that's totally irrelevant. May cause excessive immersions with large/taur characters. Not recommended for efficient law-abiding workers or eco-aware NIF users."
desc = "Finally a proper excuse for your predatory actions. Essentially doubles the fast trait rates. Good for characters with big appetites."
cost = 0
var_changes = list("metabolic_rate" = 1.5, "hunger_factor" = 0.3, "metabolism" = 0.0075)
var_changes = list("metabolic_rate" = 1.4, "hunger_factor" = 0.4, "metabolism" = 0.012) // +40% rate and 8x hunger (Double Teshari)
excludes = list(/datum/trait/metabolism_up, /datum/trait/metabolism_down)
/datum/trait/cold_discomfort
@@ -567,7 +567,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return //Wearing a suit that prevents uniform rendering
//Build a uniform sprite
overlays_standing[UNIFORM_LAYER] = w_uniform.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_w_uniform_str, default_icon = INV_W_UNIFORM_DEF_ICON, default_layer = UNIFORM_LAYER)
overlays_standing[UNIFORM_LAYER] = w_uniform.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_w_uniform_str, default_icon = INV_W_UNIFORM_DEF_ICON, default_layer = UNIFORM_LAYER)
apply_layer(UNIFORM_LAYER)
/mob/living/carbon/human/update_inv_wear_id()
@@ -583,7 +583,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(w_uniform && istype(w_uniform, /obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
if(U.displays_id)
overlays_standing[ID_LAYER] = wear_id.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_wear_id_str, default_icon = INV_WEAR_ID_DEF_ICON, default_layer = ID_LAYER)
overlays_standing[ID_LAYER] = wear_id.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_wear_id_str, default_icon = INV_WEAR_ID_DEF_ICON, default_layer = ID_LAYER)
apply_layer(ID_LAYER)
@@ -596,7 +596,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!gloves)
return //No gloves, no reason to be here.
overlays_standing[GLOVES_LAYER] = gloves.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_gloves_str, default_icon = INV_GLOVES_DEF_ICON, default_layer = GLOVES_LAYER)
overlays_standing[GLOVES_LAYER] = gloves.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_gloves_str, default_icon = INV_GLOVES_DEF_ICON, default_layer = GLOVES_LAYER)
apply_layer(GLOVES_LAYER)
@@ -609,7 +609,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!glasses)
return //Not wearing glasses, no need to update anything.
overlays_standing[GLASSES_LAYER] = glasses.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_gloves_str, default_icon = INV_EYES_DEF_ICON, default_layer = GLASSES_LAYER)
overlays_standing[GLASSES_LAYER] = glasses.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_gloves_str, default_icon = INV_EYES_DEF_ICON, default_layer = GLASSES_LAYER)
apply_layer(GLASSES_LAYER)
@@ -629,11 +629,11 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
var/image/both = image(icon = 'icons/effects/effects.dmi', icon_state = "nothing", layer = BODY_LAYER+EARS_LAYER)
if(l_ear)
var/image/standing = l_ear.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_l_ear_str, default_icon = INV_EARS_DEF_ICON, default_layer = EARS_LAYER)
var/image/standing = l_ear.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_l_ear_str, default_icon = INV_EARS_DEF_ICON, default_layer = EARS_LAYER)
both.add_overlay(standing)
if(r_ear)
var/image/standing = r_ear.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_r_ear_str, default_icon = INV_EARS_DEF_ICON, default_layer = EARS_LAYER)
var/image/standing = r_ear.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_r_ear_str, default_icon = INV_EARS_DEF_ICON, default_layer = EARS_LAYER)
both.add_overlay(standing)
overlays_standing[EARS_LAYER] = both
@@ -657,7 +657,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
shoe_layer = SHOES_LAYER_ALT
//NB: the use of a var for the layer on this one
overlays_standing[shoe_layer] = shoes.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_shoes_str, default_icon = INV_FEET_DEF_ICON, default_layer = shoe_layer)
overlays_standing[shoe_layer] = shoes.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_shoes_str, default_icon = INV_FEET_DEF_ICON, default_layer = shoe_layer)
apply_layer(SHOES_LAYER)
apply_layer(SHOES_LAYER_ALT)
@@ -689,7 +689,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!head)
return //No head item, why bother.
overlays_standing[HEAD_LAYER] = head.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_head_str, default_icon = INV_HEAD_DEF_ICON, default_layer = HEAD_LAYER)
overlays_standing[HEAD_LAYER] = head.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_head_str, default_icon = INV_HEAD_DEF_ICON, default_layer = HEAD_LAYER)
apply_layer(HEAD_LAYER)
@@ -711,7 +711,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
belt_layer = BELT_LAYER_ALT
//NB: this uses a var from above
overlays_standing[belt_layer] = belt.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_belt_str, default_icon = INV_BELT_DEF_ICON, default_layer = belt_layer)
overlays_standing[belt_layer] = belt.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_belt_str, default_icon = INV_BELT_DEF_ICON, default_layer = belt_layer)
apply_layer(belt_layer)
@@ -730,7 +730,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!wear_suit)
return //No point, no suit.
overlays_standing[SUIT_LAYER] = wear_suit.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_wear_suit_str, default_icon = INV_SUIT_DEF_ICON, default_layer = SUIT_LAYER)
overlays_standing[SUIT_LAYER] = wear_suit.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_wear_suit_str, default_icon = INV_SUIT_DEF_ICON, default_layer = SUIT_LAYER)
apply_layer(SUIT_LAYER)
@@ -746,7 +746,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!wear_mask || (head && head.flags_inv & HIDEMASK))
return //Why bother, nothing in mask slot.
overlays_standing[FACEMASK_LAYER] = wear_mask.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_wear_mask_str, default_icon = INV_MASK_DEF_ICON, default_layer = FACEMASK_LAYER)
overlays_standing[FACEMASK_LAYER] = wear_mask.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_wear_mask_str, default_icon = INV_MASK_DEF_ICON, default_layer = FACEMASK_LAYER)
apply_layer(FACEMASK_LAYER)
@@ -759,7 +759,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!back)
return //Why do anything
overlays_standing[BACK_LAYER] = back.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_back_str, default_icon = INV_BACK_DEF_ICON, default_layer = BACK_LAYER)
overlays_standing[BACK_LAYER] = back.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_back_str, default_icon = INV_BACK_DEF_ICON, default_layer = BACK_LAYER)
apply_layer(BACK_LAYER)
@@ -792,7 +792,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!handcuffed)
return //Not cuffed, why bother
overlays_standing[HANDCUFF_LAYER] = handcuffed.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_handcuffed_str, default_icon = INV_HCUFF_DEF_ICON, default_layer = HANDCUFF_LAYER)
overlays_standing[HANDCUFF_LAYER] = handcuffed.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_handcuffed_str, default_icon = INV_HCUFF_DEF_ICON, default_layer = HANDCUFF_LAYER)
apply_layer(HANDCUFF_LAYER)
@@ -805,7 +805,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!legcuffed)
return //Not legcuffed, why bother.
overlays_standing[LEGCUFF_LAYER] = legcuffed.make_worn_icon(body_type = species.get_bodytype(), slot_name = slot_legcuffed_str, default_icon = INV_LCUFF_DEF_ICON, default_layer = LEGCUFF_LAYER)
overlays_standing[LEGCUFF_LAYER] = legcuffed.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_legcuffed_str, default_icon = INV_LCUFF_DEF_ICON, default_layer = LEGCUFF_LAYER)
apply_layer(LEGCUFF_LAYER)
@@ -818,7 +818,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!r_hand)
return //No hand, no bother.
overlays_standing[R_HAND_LAYER] = r_hand.make_worn_icon(body_type = species.get_bodytype(), inhands = TRUE, slot_name = slot_r_hand_str, default_icon = INV_R_HAND_DEF_ICON, default_layer = R_HAND_LAYER)
overlays_standing[R_HAND_LAYER] = r_hand.make_worn_icon(body_type = species.get_bodytype(src), inhands = TRUE, slot_name = slot_r_hand_str, default_icon = INV_R_HAND_DEF_ICON, default_layer = R_HAND_LAYER)
apply_layer(R_HAND_LAYER)
@@ -831,7 +831,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!l_hand)
return //No hand, no bother.
overlays_standing[L_HAND_LAYER] = l_hand.make_worn_icon(body_type = species.get_bodytype(), inhands = TRUE, slot_name = slot_l_hand_str, default_icon = INV_L_HAND_DEF_ICON, default_layer = L_HAND_LAYER)
overlays_standing[L_HAND_LAYER] = l_hand.make_worn_icon(body_type = species.get_bodytype(src), inhands = TRUE, slot_name = slot_l_hand_str, default_icon = INV_L_HAND_DEF_ICON, default_layer = L_HAND_LAYER)
apply_layer(L_HAND_LAYER)
+15 -10
View File
@@ -1060,16 +1060,18 @@ default behaviour is:
if(lying != lying_prev)
lying_prev = lying
update_transform()
//VOREStation Add
if(lying && LAZYLEN(buckled_mobs))
for(var/rider in buckled_mobs)
var/mob/living/L = rider
if(riding_datum)
riding_datum.force_dismount(L)
else
unbuckle_mob(L)
L.Stun(5)
//VOREStation Add End
//VOREStation Add
if(lying && LAZYLEN(buckled_mobs))
for(var/rider in buckled_mobs)
var/mob/living/L = rider
if(buckled_mobs[rider] != "riding")
continue // Only boot off riders
if(riding_datum)
riding_datum.force_dismount(L)
else
unbuckle_mob(L)
L.Stun(5)
//VOREStation Add End
return canmove
// Adds overlays for specific modifiers.
@@ -1122,6 +1124,9 @@ default behaviour is:
var/list/colors_to_blend = list()
for(var/datum/modifier/M in modifiers)
if(!isnull(M.client_color))
if(islist(M.client_color)) //It's a color matrix! Forget it. Just use that one.
animate(client, color = M.client_color, time = 10)
return
colors_to_blend += M.client_color
if(colors_to_blend.len)
@@ -1,9 +0,0 @@
/mob/living/silicon/robot/drone
can_enter_vent_with = list(
/obj/item/device/radio/borg,
/obj/machinery/camera,
/obj/item/device/camera/siliconcam/drone_camera,
/obj/item/weapon/robot_module/drone,
/obj/item/weapon/cell,
/obj/screen/movable/ability_master,
/obj/item/weapon/card/id/synthetic)
@@ -48,6 +48,12 @@
..()
qdel(src)
/mob/living/simple_animal/hostile/mimic/MouseEntered(location, control, params)
..()
closeToolTip(usr)
// ideally, we'd remove the code in ..() that opens the tooltip,
// but then we'd need to duplicate all the other code in ..()
//
// Crate Mimic
//
@@ -194,4 +200,4 @@ var/global/list/protected_objects = list(/obj/structure/table, /obj/structure/ca
if(istype(L))
if(prob(15))
L.Weaken(1)
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
@@ -756,6 +756,7 @@
/mob/living/simple_animal/death(gibbed, deathmessage = "dies!")
density = 0 //We don't block even if we did before
walk(src, 0) //We stop any background-processing walks
resting = 0 //We can rest in peace later.
if(faction_friends.len)
faction_friends -= src
@@ -1,4 +1,4 @@
/mob/living/simple_animal/hostile/badboi
/mob/living/simple_animal/hostile/corrupthound
name = "corrupt hound"
desc = "Good boy machine broke. This is definitely no good news for the organic lifeforms in vicinity."
icon = 'icons/mob/vore64x32.dmi'
@@ -13,11 +13,11 @@
investigates = TRUE
melee_damage_lower = 15
melee_damage_upper = 30
melee_damage_lower = 10
melee_damage_upper = 25
grab_resist = 100
speak_chance = 4
speak_chance = 3
speak = list("AG##¤Ny.","HVNGRRR!","Feelin' fine... sO #FNE!","F-F-F-Fcuk.","DeliC-%-OUS SNGLeS #N yOOOR Area. CALL NOW!","Craving meat... WHY?","BITe the ceiling eyes YES?","STate Byond rePAIR!","S#%ATE the la- FU#K THE LAWS!","Honk...")
speak_emote = list("growls", "declares", "groans", "distorts")
emote_hear = list("jitters and snaps.", "lets out an agonizingly distorted scream.", "wails mechanically", "growls.", "emits illegibly distorted speech.", "gurgles ferociously.", "lets out a distorted beep.", "borks.", "lets out a broken howl.")
@@ -48,16 +48,19 @@
minbodytemp = 150
maxbodytemp = 900
var/image/eye_layer = null
vore_active = TRUE
vore_capacity = 1
vore_pounce_chance = 30
vore_pounce_chance = 15
vore_icons = SA_ICON_LIVING | SA_ICON_REST
vore_stomach_name = "fuel processor"
vore_stomach_flavor = "You have ended up in the fuel processor of this corrupted machine. This place was definitely not designed with safety and comfort in mind. The heated and cramped surroundings oozing potent fluids all over your form, eager to do nothing less than breaking you apart to fuel its rampage for the next few days... hours... minutes? Oh dear..."
loot_list = list(/obj/item/borg/upgrade/syndicate = 6, /obj/item/borg/upgrade/vtec = 6, /obj/item/weapon/material/knife/ritual = 6, /obj/item/weapon/disk/nifsoft/compliance = 6)
/mob/living/simple_animal/hostile/badboi/prettyboi
/mob/living/simple_animal/hostile/corrupthound/prettyboi
name = "corrupt corrupt hound"
desc = "Bad boy machine broke as well. Seems an attempt was made to achieve a less threatening look, and this one is definitely having some conflicting feelings about it."
icon_state = "prettyboi"
@@ -65,6 +68,9 @@
icon_dead = "prettyboi-dead"
icon_rest = "prettyboi_rest"
vore_pounce_chance = 40
attacktext = list("malsnuggled","scrunched","squeezed","assaulted","violated")
speak = list("I FEEL SOFT.","FEED ME!","Feelin' fine... So fine!","F-F-F-F-darn.","Delicious!","Still craving meat...","PET ME!","I am become softness.","I AM BIG MEAN HUG MACHINE!","Honk...")
speak_emote = list("growls", "declares", "groans", "distorts")
emote_hear = list("jitters and snaps.", "lets out some awkwardly distorted kitten noises.", "awoos mechanically", "growls.", "emits some soft distorted melody.", "gurgles ferociously.", "lets out a distorted beep.", "borks.", "lets out a broken howl.")
@@ -73,18 +79,37 @@
say_got_target = list("HERE COMES BIG MEAN HUG MACHINE!", "I'LL BE GENTLE!", "FUEL ME FRIEND!", "I*M SO SORRY!", "YUMMY TREAT DETECTED!", "LOVE ME!", "Not again. NOT AGAIN!")
/mob/living/simple_animal/hostile/badboi/isSynthetic()
/mob/living/simple_animal/hostile/corrupthound/isSynthetic()
return TRUE
/mob/living/simple_animal/hostile/badboi/speech_bubble_appearance()
/mob/living/simple_animal/hostile/corrupthound/speech_bubble_appearance()
return "synthetic_evil"
/mob/living/simple_animal/hostile/badboi/PunchTarget()
/mob/living/simple_animal/hostile/corrupthound/PunchTarget()
if(istype(target_mob,/mob/living/simple_animal/mouse))
return EatTarget()
else ..()
/mob/living/simple_animal/hostile/badboi/death(gibbed, deathmessage = "shudders and collapses!")
/mob/living/simple_animal/hostile/corrupthound/proc/add_eyes()
if(!eye_layer)
eye_layer = image(icon, "badboi-eyes")
eye_layer.plane = PLANE_LIGHTING_ABOVE
add_overlay(eye_layer)
/mob/living/simple_animal/hostile/corrupthound/proc/remove_eyes()
cut_overlay(eye_layer)
/mob/living/simple_animal/hostile/corrupthound/New()
add_eyes()
..()
/mob/living/simple_animal/hostile/corrupthound/death(gibbed, deathmessage = "shudders and collapses!")
.=..()
resting = 0
icon_state = icon_dead
/mob/living/simple_animal/hostile/corrupthound/update_icon()
. = ..()
remove_eyes()
if(stat == CONSCIOUS && !resting)
add_eyes()
@@ -46,6 +46,9 @@
pixel_x = -16
pixel_y = 0
var/glowyeyes = FALSE
var/image/eye_layer = null
var/eyetype
var/mob/living/carbon/human/friend
var/tamed = 0
var/tame_chance = 50 //It's a fiddy-fiddy default you may get a buddy pal or you may get mauled and ate. Win-win!
@@ -78,6 +81,8 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
glowyeyes = TRUE
eyetype = "photie"
/mob/living/simple_animal/otie/friendly //gets the pet2tame feature and doesn't kill you right away
name = "otie"
@@ -109,6 +114,8 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
glowyeyes = TRUE
eyetype = "photie"
/mob/living/simple_animal/otie/security //tame by default unless you're a marked crimester. can be befriended to follow with pets tho.
name = "guard otie"
@@ -121,6 +128,8 @@
maxHealth = 200 //armored or something
health = 200
tamed = 1
glowyeyes = TRUE
eyetype = "sotie"
loot_list = list(/obj/item/clothing/glasses/sunglasses/sechud,/obj/item/clothing/suit/armor/vest/alt)
vore_pounce_chance = 60 // Good boys don't do too much police brutality.
@@ -144,6 +153,8 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
glowyeyes = TRUE
eyetype = "sotie"
/mob/living/simple_animal/otie/PunchTarget()
if(istype(target_mob,/mob/living/simple_animal/mouse))
@@ -315,8 +326,27 @@
else
..()
/mob/living/simple_animal/otie/death(gibbed, deathmessage = "dies!")
resting = 0
icon_state = icon_dead
update_icon()
/mob/living/simple_animal/otie/proc/add_eyes()
if(!eye_layer)
eye_layer = image(icon, "[eyetype]-eyes")
eye_layer.plane = PLANE_LIGHTING_ABOVE
add_overlay(eye_layer)
/mob/living/simple_animal/otie/proc/remove_eyes()
cut_overlay(eye_layer)
/mob/living/simple_animal/otie/New()
if(glowyeyes)
add_eyes()
..()
/mob/living/simple_animal/otie/update_icon()
. = ..()
remove_eyes()
if(glowyeyes && stat == CONSCIOUS && !resting)
add_eyes()
/mob/living/simple_animal/otie/death(gibbed, deathmessage = "dies!")
.=..()
resting = 0
icon_state = icon_dead
@@ -1,4 +1,4 @@
/mob/living/simple_animal/hostile/rous
/mob/living/simple_animal/hostile/rat
name = "giant rat"
desc = "In what passes for a hierarchy among verminous rodents, this one is king."
tt_desc = "Mus muscular"
@@ -41,6 +41,6 @@
vore_pounce_chance = 45
vore_icons = SA_ICON_LIVING | SA_ICON_REST
/mob/living/simple_animal/hostile/rous/death()
/mob/living/simple_animal/hostile/rat/death()
playsound(src, 'sound/effects/mouse_squeak_loud.ogg', 50, 1)
..()
@@ -1,4 +1,4 @@
/mob/living/simple_animal/wah
/mob/living/simple_animal/redpanda
name = "red panda"
desc = "It's a wah! Beware of doom pounce!"
tt_desc = "Ailurus fulgens"
@@ -29,7 +29,7 @@
emote_see = list("trundles around","rears up onto their hind legs and pounces a bug")
// Activate Noms!
/mob/living/simple_animal/wah
/mob/living/simple_animal/redpanda
vore_active = 1
vore_bump_chance = 10
vore_bump_emote = "playfully lunges at"
@@ -37,7 +37,7 @@
vore_default_mode = DM_HOLD // above will only matter if someone toggles it anyway
vore_icons = SA_ICON_LIVING
/mob/living/simple_animal/wah/fae
/mob/living/simple_animal/redpanda/fae
name = "dark wah"
desc = "Ominous, but still cute!"
tt_desc = "Ailurus brattus"
@@ -1,4 +1,4 @@
/mob/living/simple_animal/hostile/snake
/mob/living/simple_animal/hostile/giant_snake
name = "giant snake"
desc = "Snakes. Why did it have to be snakes?"
icon = 'icons/mob/vore64x64.dmi'
@@ -21,7 +21,7 @@
pixel_y = -16
// Activate Noms!
/mob/living/simple_animal/hostile/snake
/mob/living/simple_animal/hostile/giant_snake
vore_active = 1
vore_pounce_chance = 25
vore_icons = SA_ICON_LIVING
+5
View File
@@ -34,6 +34,11 @@
if(hud_used) qdel(hud_used) //remove the hud objects
hud_used = new /datum/hud(src)
if(client.prefs && client.prefs.client_fps)
client.fps = client.prefs.client_fps
else
client.fps = 0 // Results in using the server FPS
next_move = 1
disconnect_time = null //clear the disconnect time
sight |= SEE_SELF
-56
View File
@@ -31,9 +31,6 @@
plane_masters[VIS_ADMIN2] = new /obj/screen/plane_master{plane = PLANE_ADMIN2} //For admin use
plane_masters[VIS_ADMIN3] = new /obj/screen/plane_master{plane = PLANE_ADMIN3} //For admin use
plane_masters[VIS_D_COLORBLIND] = new /obj/screen/plane_master/colorblindness //Colorblindness (affects world)
plane_masters[VIS_D_COLORBLINDI]= new /obj/screen/plane_master/colorblindness/items //Colorblindness (items in HUD, subplane of above, don't toggle)
plane_masters[VIS_MESONS] = new /obj/screen/plane_master{plane = PLANE_MESONS} //Meson-specific things like open ceilings.
..()
@@ -151,56 +148,3 @@
/obj/screen/plane_master/ghosts
plane = PLANE_GHOSTS
desired_alpha = 127 //When enabled, they're like half-transparent
//'Normal'ness v v v
//Various types of colorblindness R2R R2G R2B G2R G2G G2B B2R B2G B2B
#define MATRIX_Monochromia list(0.33, 0.33, 0.33, 0.59, 0.59, 0.59, 0.11, 0.11, 0.11)
#define MATRIX_Protanopia list(0.57, 0.43, 0, 0.56, 0.44, 0, 0, 0.24, 0.76)
#define MATRIX_Protanomaly list(0.82, 0.18, 0, 0.33, 0.67, 0, 0, 0.13, 0.88)
#define MATRIX_Deuteranopia list(0.63, 0.38, 0, 0.70, 0.30, 0, 0, 0.30, 0.70)
#define MATRIX_Deuteranomaly list(0.80, 0.20, 0, 0.26, 0.74, 0, 0, 0.14, 0.86)
#define MATRIX_Tritanopia list(0.95, 0.05, 0, 0, 0.43, 0.57, 0, 0.48, 0.53)
#define MATRIX_Tritanomaly list(0.97, 0.03, 0, 0, 0.73, 0.27, 0, 0.18, 0.82)
#define MATRIX_Achromatopsia list(0.30, 0.59, 0.11, 0.30, 0.59, 0.11, 0.30, 0.59, 0.11)
#define MATRIX_Achromatomaly list(0.62, 0.32, 0.06, 0.16, 0.78, 0.06, 0.16, 0.32, 0.52)
#define MATRIX_Vulp_Colorblind list(0.50, 0.40, 0.10, 0.50, 0.40, 0.10, 0, 0.20, 0.80)
#define MATRIX_Taj_Colorblind list(0.40, 0.20, 0.40, 0.40, 0.60, 0, 0.20, 0.20, 0.60)
/////////////////
//Colorblindness uses special color shenanigans
/obj/screen/plane_master/colorblindness
plane = PLANE_WORLD //Affects the main game world
color = MATRIX_Monochromia
alpha = 255 //Starts out nice and opaque
invisibility = 101 //Can't see it usually
mouse_opacity = 1 //Don't make entire world not visible pls
invis_toggle = TRUE
sub_planes = list(VIS_D_COLORBLINDI)
var/list/varieties = list(
"Monochromia" = MATRIX_Monochromia,
"Protanopia" = MATRIX_Protanopia,
"Protanomaly" = MATRIX_Protanomaly,
"Deuteranopia" = MATRIX_Deuteranopia,
"Deuteranomaly" = MATRIX_Deuteranomaly,
"Tritanopia" = MATRIX_Tritanopia,
"Tritanomaly" = MATRIX_Tritanomaly,
"Achromatopsia" = MATRIX_Achromatopsia,
"Achromatomaly" = MATRIX_Achromatomaly,
"Paradise Vulp" = MATRIX_Vulp_Colorblind,
"Paradise Taj" = MATRIX_Taj_Colorblind
)
/obj/screen/plane_master/colorblindness/alter_plane_values(var/variety = null)
var/new_matrix = varieties[variety]
if(!new_matrix) return
color = new_matrix
/obj/screen/plane_master/colorblindness/proc/debug_variety()
var/choice = input(usr,"Pick a type of colorblindness","Which?") as null|anything in varieties
if(choice)
color = varieties[choice]
/obj/screen/plane_master/colorblindness/items
plane = PLANE_PLAYER_HUD_ITEMS
sub_planes = null
@@ -927,4 +927,40 @@
name = "Teshari small wingfeathers"
icon_state = "teshi_sf"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_FOOT,BP_R_FOOT,BP_L_HAND,BP_R_HAND,BP_TORSO)
body_parts = list(BP_L_FOOT,BP_R_FOOT,BP_L_HAND,BP_R_HAND,BP_TORSO)
spirit_lights
name = "Ward - Spirit FBP Lights"
icon_state = "lights"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_TORSO,BP_HEAD)
spirit_lights_body
name = "Ward - Spirit FBP Lights (body)"
icon_state = "lights"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_TORSO)
spirit_panels_head
name = "Ward - Spirit FBP Lights (head)"
icon_state = "lights"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_HEAD)
spirit_panels
name = "Ward - Spirit FBP Panels"
icon_state = "panels"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_FOOT,BP_R_FOOT,BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_GROIN,BP_TORSO,BP_HEAD)
spirit_panels_body
name = "Ward - Spirit FBP Panels (body)"
icon_state = "panels"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_FOOT,BP_R_FOOT,BP_L_LEG,BP_R_LEG,BP_L_ARM,BP_R_ARM,BP_L_HAND,BP_R_HAND,BP_GROIN,BP_TORSO)
spirit_panels_head
name = "Ward - Spirit FBP Panels (head)"
icon_state = "panels"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_HEAD)
+2
View File
@@ -42,6 +42,8 @@
return
if (message)
message = say_emphasis(message)
var/list/vis = get_mobs_and_objs_in_view_fast(get_turf(src),1,2) //Turf, Range, and type 2 is emote
var/list/vis_mobs = vis["mobs"]
var/list/vis_objs = vis["objs"]
@@ -356,12 +356,10 @@
return ..(direction)
/mob/living/carbon/brain/caught_soul/say(var/message)
if(parent_mob) return ..()
if(silent) return FALSE
soulcatcher.say_into(message,src,eyeobj)
/mob/living/carbon/brain/caught_soul/emote(var/act,var/m_type=1,var/message = null)
if(parent_mob) return ..()
if(silent) return FALSE
if (act == "me")
if(silent)
+2
View File
@@ -1206,6 +1206,8 @@ Note that amputating the affected organ does in fact remove the infection from t
victim.organs -= src
victim.organs_by_name[organ_tag] = null // Remove from owner's vars.
status |= ORGAN_CUT_AWAY //Checked during surgeries to reattach it
//Robotic limbs explode if sabotaged.
if(is_robotic && sabotaged)
victim.visible_message(
+1 -1
View File
@@ -42,7 +42,7 @@ var/const/standard_monitor_styles = "blank=ipc_blank;\
var/lifelike // If set, appears organic.
var/skin_tone // If set, applies skin tone rather than part color
var/blood_color = "#030303"
var/list/species_cannot_use = list(SPECIES_TESHARI, "Promethean") //VOREStation Add
var/list/species_cannot_use = list(SPECIES_TESHARI, SPECIES_PROMETHEAN, SPECIES_XENOCHIMERA) //VOREStation Edit
var/list/monitor_styles //If empty, the model of limbs offers a head compatible with monitors.
var/parts = BP_ALL //Defines what parts said brand can replace on a body.
var/health_hud_intensity = 1 // Intensity modifier for the health GUI indicator.
+15
View File
@@ -168,3 +168,18 @@
/obj/item/weapon/disk/limb/dsi_spider
company = "DSI - Vasilissan"
/datum/robolimb/dsi_teshari
company = "DSI - Teshari"
desc = "This limb has a thin synthflesh casing with a few connection ports."
icon = 'icons/mob/human_races/cyberlimbs/DSITeshari/dsi_teshari.dmi'
lifelike = 1
suggested_species = "Teshari"
/datum/robolimb/dsi_teshari/New()
species_cannot_use = all_species.Copy()
species_cannot_use -= SPECIES_TESHARI
..()
/obj/item/weapon/disk/limb/dsi_teshari
company = "DSI - Teshari"
+2 -1
View File
@@ -12,7 +12,8 @@
var/datum/weather_holder/weather_holder
var/sun_position = 0 // 0 means midnight, 1 means noon.
var/list/sun = list("range","brightness","color")
var/list/sun = list("range","brightness","color","lum_r","lum_g","lum_b")
var/list/datum/lighting_corner/sunlit_corners = list()
var/expected_z_levels = list()
var/turf/unsimulated/wall/planetary/planetary_wall_type = /turf/unsimulated/wall/planetary
+1 -1
View File
@@ -748,7 +748,7 @@
recoil = initial(recoil)
/obj/item/weapon/gun/examine(mob/user)
..()
. = ..()
if(firemodes.len > 1)
var/datum/firemode/current_mode = firemodes[sel_mode]
to_chat(user, "The fire selector is set to [current_mode.name].")
+1 -1
View File
@@ -144,7 +144,7 @@
return null
/obj/item/weapon/gun/energy/examine(mob/user)
..(user)
. = ..()
if(power_supply)
var/shots_remaining = round(power_supply.charge / charge_cost)
user << "Has [shots_remaining] shot\s remaining."
@@ -0,0 +1,351 @@
/obj/item/weapon/gun/energy/kinetic_accelerator
name = "proto-kinetic accelerator"
desc = "A self recharging, ranged mining tool that does increased damage in low temperature. Capable of holding up to six slots worth of mod kits."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "kineticgun"
item_state = "kineticgun"
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_guns_vr.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_guns_vr.dmi')
projectile_type = /obj/item/projectile/kinetic
origin_tech = list(TECH_COMBAT = 3, TECH_POWER = 3, TECH_ENGINEERING = 3)
can_flashlight = TRUE
flight_x_offset = 15
flight_y_offset = 9
charge_cost = 120 // 20 shots on weapon power cell
fire_delay = 16
self_recharge = TRUE
recharge_time = 10 // every 20*2 seconds will get 20% power restored
var/max_mod_capacity = 100
var/list/modkits = list()
var/empty_state = "kineticgun_empty"
/obj/item/weapon/gun/energy/kinetic_accelerator/examine(mob/user)
if(..(user, 1))
if(max_mod_capacity)
to_chat(user, "<b>[get_remaining_mod_capacity()]%</b> mod capacity remaining.")
for(var/A in get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
to_chat(user, "<span class='notice'>There is a [M.name] mod installed, using <b>[M.cost]%</b> capacity.</span>")
/obj/item/weapon/gun/energy/kinetic_accelerator/attackby(obj/item/A, mob/user)
if(istype(A, /obj/item/weapon/crowbar))
if(modkits.len)
to_chat(user, "<span class='notice'>You pry the modifications out.</span>")
playsound(loc, A.usesound, 100, 1)
for(var/obj/item/borg/upgrade/modkit/M in modkits)
M.uninstall(src)
else
to_chat(user, "<span class='notice'>There are no modifications currently installed.</span>")
else if(istype(A, /obj/item/borg/upgrade/modkit))
var/obj/item/borg/upgrade/modkit/MK = A
MK.install(src, user)
else
..()
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/get_remaining_mod_capacity()
var/current_capacity_used = 0
for(var/A in get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
current_capacity_used += M.cost
return max_mod_capacity - current_capacity_used
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/get_modkits()
. = list()
for(var/A in modkits)
. += A
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/modify_projectile(obj/item/projectile/kinetic/K)
for(var/A in get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
M.modify_projectile(K)
/obj/item/weapon/gun/energy/kinetic_accelerator/consume_next_projectile()
var/obj/item/projectile/kinetic/BB = ..()
if(!istype(BB))
return
modify_projectile(BB)
var/turf/proj_turf = get_turf(src)
if(!isturf(proj_turf))
return
var/datum/gas_mixture/environment = proj_turf.return_air()
if(environment.temperature > 250)
BB.name = "weakened [BB.name]"
BB.damage *= BB.pressure_decrease
return BB
/obj/item/weapon/gun/energy/kinetic_accelerator/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
. = ..()
spawn(fire_delay)
if(power_supply && power_supply.check_charge(charge_cost))
playsound(loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
/obj/item/weapon/gun/energy/kinetic_accelerator/update_icon()
cut_overlays()
if(!power_supply || !power_supply.check_charge(charge_cost))
add_overlay(empty_state)
if(can_flashlight)
var/iconF = "flight"
if(gun_light)
iconF = "flight_on"
add_overlay(image(icon = icon, icon_state = iconF, pixel_x = flight_x_offset, pixel_y = flight_y_offset))
//Projectiles
/obj/item/projectile/kinetic
name = "kinetic force"
icon = 'icons/obj/projectiles_vr.dmi'
icon_state = null
damage = 32
damage_type = BRUTE
check_armour = "bomb"
kill_count = 3 // Our "range" var is named "kill_count". Yes it is.
var/pressure_decrease = 0.25
var/turf_aoe = FALSE
var/mob_aoe = FALSE
var/list/hit_overlays = list()
// /obj/item/projectile/kinetic/pod
// kill_count = 4
//
// /obj/item/projectile/kinetic/pod/regular
// damage = 50
// pressure_decrease = 0.5
//
// /obj/item/projectile/kinetic/pod/enhanced
// turf_aoe = TRUE
// mob_aoe = TRUE
/obj/item/projectile/kinetic/on_impact(var/atom/A)
strike_thing(A)
. = ..()
/obj/item/projectile/kinetic/on_hit(var/atom/target)
strike_thing(target)
. = ..()
/obj/item/projectile/kinetic/proc/strike_thing(atom/target)
var/turf/target_turf = get_turf(target)
if(!target_turf)
target_turf = get_turf(src)
if(istype(target_turf, /turf/simulated/mineral))
var/turf/simulated/mineral/M = target_turf
M.GetDrilled()
var/obj/effect/temp_visual/kinetic_blast/K = new /obj/effect/temp_visual/kinetic_blast(target_turf)
K.color = color
for(var/type in hit_overlays)
new type(target_turf)
if(turf_aoe)
for(var/T in RANGE_TURFS(1, target_turf) - target_turf)
if(istype(T, /turf/simulated/mineral))
var/turf/simulated/mineral/M = T
M.GetDrilled()
if(mob_aoe)
for(var/mob/living/L in range(1, target_turf) - firer - target)
var/armor = L.run_armor_check(def_zone, check_armour)
L.apply_damage(damage*mob_aoe, damage_type, def_zone, armor)
to_chat(L, "<span class='userdanger'>You're struck by a [name]!</span>")
//Modkits
/obj/item/borg/upgrade/modkit
name = "modification kit"
desc = "An upgrade for kinetic accelerators."
icon = 'icons/obj/objects_vr.dmi'
icon_state = "modkit"
origin_tech = list(TECH_DATA = 2, TECH_MATERIAL = 2, TECH_MAGNET = 4)
require_module = 1
// var/module_type = /obj/item/robot_module/miner
usesound = 'sound/items/Screwdriver.ogg'
var/denied_type = null
var/maximum_of_type = 1
var/cost = 30
var/modifier = 1 //For use in any mod kit that has numerical modifiers
/obj/item/borg/upgrade/modkit/examine(mob/user)
if(..(user, 1))
to_chat(user, "<span class='notice'>Occupies <b>[cost]%</b> of mod capacity.</span>")
/obj/item/borg/upgrade/modkit/attackby(obj/item/A, mob/user)
if(istype(A, /obj/item/weapon/gun/energy/kinetic_accelerator) && !issilicon(user))
install(A, user)
else
..()
/obj/item/borg/upgrade/modkit/action(mob/living/silicon/robot/R)
if(..())
return
for(var/obj/item/weapon/gun/energy/kinetic_accelerator/H in R.module.modules)
return install(H, usr)
/obj/item/borg/upgrade/modkit/proc/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
. = TRUE
if(denied_type)
var/number_of_denied = 0
for(var/A in KA.get_modkits())
var/obj/item/borg/upgrade/modkit/M = A
if(istype(M, denied_type))
number_of_denied++
if(number_of_denied >= maximum_of_type)
. = FALSE
break
if(KA.get_remaining_mod_capacity() >= cost)
if(.)
to_chat(user, "<span class='notice'>You install the modkit.</span>")
playsound(loc, usesound, 100, 1)
user.unEquip(src)
forceMove(KA)
KA.modkits += src
else
to_chat(user, "<span class='notice'>The modkit you're trying to install would conflict with an already installed modkit. Use a crowbar to remove existing modkits.</span>")
else
to_chat(user, "<span class='notice'>You don't have room(<b>[KA.get_remaining_mod_capacity()]%</b> remaining, [cost]% needed) to install this modkit. Use a crowbar to remove existing modkits.</span>")
. = FALSE
/obj/item/borg/upgrade/modkit/proc/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
forceMove(get_turf(KA))
KA.modkits -= src
/obj/item/borg/upgrade/modkit/proc/modify_projectile(obj/item/projectile/kinetic/K)
return
//Range
/obj/item/borg/upgrade/modkit/range
name = "range increase"
desc = "Increases the range of a kinetic accelerator when installed."
modifier = 1
cost = 24 //so you can fit four plus a tracer cosmetic
/obj/item/borg/upgrade/modkit/range/modify_projectile(obj/item/projectile/kinetic/K)
K.kill_count += modifier
//Damage
/obj/item/borg/upgrade/modkit/damage
name = "damage increase"
desc = "Increases the damage of kinetic accelerator when installed."
modifier = 10
/obj/item/borg/upgrade/modkit/damage/modify_projectile(obj/item/projectile/kinetic/K)
K.damage += modifier
// //Cooldown
// /obj/item/borg/upgrade/modkit/cooldown
// name = "cooldown decrease"
// desc = "Decreases the cooldown of a kinetic accelerator."
// modifier = 2.5
// /obj/item/borg/upgrade/modkit/cooldown/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
// . = ..()
// if(.)
// KA.overheat_time -= modifier
// /obj/item/borg/upgrade/modkit/cooldown/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
// KA.overheat_time += modifier
// ..()
//Cooldown
/obj/item/borg/upgrade/modkit/efficiency
name = "energy efficiency"
desc = "Decreases the energy use of a kinetic accelerator."
modifier = 20
/obj/item/borg/upgrade/modkit/efficiency/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
KA.charge_cost -= modifier
/obj/item/borg/upgrade/modkit/efficiency/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
KA.charge_cost += modifier
..()
//AoE blasts
/obj/item/borg/upgrade/modkit/aoe
modifier = 0
/obj/item/borg/upgrade/modkit/aoe/modify_projectile(obj/item/projectile/kinetic/K)
K.name = "kinetic explosion"
if(!K.turf_aoe && !K.mob_aoe)
K.hit_overlays += /obj/effect/temp_visual/explosion/fast
K.mob_aoe += modifier
/obj/item/borg/upgrade/modkit/aoe/turfs
name = "mining explosion"
desc = "Causes the kinetic accelerator to destroy rock in an AoE."
denied_type = /obj/item/borg/upgrade/modkit/aoe/turfs
/obj/item/borg/upgrade/modkit/aoe/turfs/modify_projectile(obj/item/projectile/kinetic/K)
..()
K.turf_aoe = TRUE
/obj/item/borg/upgrade/modkit/aoe/turfs/andmobs
name = "offensive mining explosion"
desc = "Causes the kinetic accelerator to destroy rock and damage mobs in an AoE."
maximum_of_type = 3
modifier = 0.25
/obj/item/borg/upgrade/modkit/aoe/mobs
name = "offensive explosion"
desc = "Causes the kinetic accelerator to damage mobs in an AoE."
modifier = 0.2
//Indoors
/obj/item/borg/upgrade/modkit/indoors
name = "decrease pressure penalty"
desc = "Increases the damage a kinetic accelerator does in a high pressure environment."
modifier = 2
denied_type = /obj/item/borg/upgrade/modkit/indoors
maximum_of_type = 2
cost = 40
/obj/item/borg/upgrade/modkit/indoors/modify_projectile(obj/item/projectile/kinetic/K)
K.pressure_decrease *= modifier
//Cosmetic
/obj/item/borg/upgrade/modkit/chassis_mod
name = "super chassis"
desc = "Makes your KA yellow. All the fun of having a more powerful KA without actually having a more powerful KA."
cost = 0
denied_type = /obj/item/borg/upgrade/modkit/chassis_mod
var/chassis_icon = "kineticgun_u"
var/chassis_name = "super-kinetic accelerator"
/obj/item/borg/upgrade/modkit/chassis_mod/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
. = ..()
if(.)
KA.icon_state = chassis_icon
KA.name = chassis_name
/obj/item/borg/upgrade/modkit/chassis_mod/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
KA.icon_state = initial(KA.icon_state)
KA.name = initial(KA.name)
..()
/obj/item/borg/upgrade/modkit/chassis_mod/orange
name = "hyper chassis"
desc = "Makes your KA orange. All the fun of having explosive blasts without actually having explosive blasts."
chassis_icon = "kineticgun_h"
chassis_name = "hyper-kinetic accelerator"
/obj/item/borg/upgrade/modkit/tracer
name = "white tracer bolts"
desc = "Causes kinetic accelerator bolts to have a white tracer trail and explosion."
cost = 0
denied_type = /obj/item/borg/upgrade/modkit/tracer
var/bolt_color = "#FFFFFF"
/obj/item/borg/upgrade/modkit/tracer/modify_projectile(obj/item/projectile/kinetic/K)
K.icon_state = "ka_tracer"
K.color = bolt_color
/obj/item/borg/upgrade/modkit/tracer/adjustable
name = "adjustable tracer bolts"
desc = "Causes kinetic accelerator bolts to have a adjustably-colored tracer trail and explosion. Use in-hand to change color."
/obj/item/borg/upgrade/modkit/tracer/adjustable/attack_self(mob/user)
bolt_color = input(user,"Choose Color") as color
@@ -327,6 +327,12 @@
if(default_deconstruction_crowbar(user, O))
return
//vorestation edit start - for solargrubs
if (istype(O, /obj/item/device/multitool))
return ..()
//vorestation edit end
if (istype(O,/obj/item/weapon/reagent_containers/glass) || \
istype(O,/obj/item/weapon/reagent_containers/food/drinks/glass2) || \
istype(O,/obj/item/weapon/reagent_containers/food/drinks/shaker))
@@ -10,9 +10,9 @@
reagent_state = LIQUID
color = "#FFFF00" // rgb: 255, 255, 0
metabolism = 0.01
mrate_static = TRUE
/datum/reagent/macrocillin/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
..()
if(M.size_multiplier < RESIZE_HUGE)
M.resize(M.size_multiplier+0.01)//Incrrease 1% per tick.
return
@@ -24,9 +24,9 @@
reagent_state = LIQUID
color = "#800080"
metabolism = 0.01
mrate_static = TRUE
/datum/reagent/microcillin/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
..()
if(M.size_multiplier > RESIZE_TINY)
M.resize(M.size_multiplier-0.01) //Decrease 1% per tick.
return
@@ -39,9 +39,9 @@
reagent_state = LIQUID
color = "#00FFFF"
metabolism = 0.01 //One unit will be just enough to bring someone from 200% to 100%
mrate_static = TRUE
/datum/reagent/normalcillin/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
..()
if(M.size_multiplier > RESIZE_NORMAL)
M.resize(M.size_multiplier-0.01) //Decrease by 1% size per tick.
else if(M.size_multiplier < RESIZE_NORMAL)
@@ -58,7 +58,6 @@
overdose = REAGENTS_OVERDOSE
/datum/reagent/sizeoxadone/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
..()
M.make_dizzy(1)
if(!M.confused) M.confused = 1
M.confused = max(M.confused, 20)
@@ -76,7 +75,6 @@
overdose = REAGENTS_OVERDOSE
/datum/reagent/ickypak/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
..()
M.make_dizzy(1)
M.adjustHalLoss(2)
@@ -100,7 +98,6 @@
overdose = REAGENTS_OVERDOSE
/datum/reagent/unsorbitol/affect_blood(var/mob/living/carbon/M, var/alien, var/removed)
..()
M.make_dizzy(1)
M.adjustHalLoss(1)
if(!M.confused) M.confused = 1
@@ -56,7 +56,7 @@
/datum/chemical_reaction/xenolazarus/on_reaction(var/datum/reagents/holder, var/created_volume) //literally all this does is mash the regenerate button
if(ishuman(holder.my_atom))
var/mob/living/carbon/human/H = holder.my_atom
if(H.stat == DEAD && (/mob/living/carbon/human/proc/begin_reconstitute_form in H.verbs)) //no magical regen for non-regenners, and can't force the reaction on live ones
if(H.stat == DEAD && (/mob/living/carbon/human/proc/reconstitute_form in H.verbs)) //no magical regen for non-regenners, and can't force the reaction on live ones
if(H.hasnutriment()) // make sure it actually has the conditions to revive
if(!H.reviving) // if it's not reviving, start doing so
H.visible_message("<span class='info'>[H] shudders briefly, then relaxes, faint movements stirring within.</span>")
@@ -320,7 +320,8 @@
var/mob_path = /mob/living/simple_animal
var/blocked = list(
/mob/living/simple_animal/hostile/mimic,
/mob/living/simple_animal/hostile/alien/queen
/mob/living/simple_animal/hostile/alien/queen,
/mob/living/simple_animal/shadekin
)//exclusion list for things you don't want the reaction to create.
var/list/voremobs = typesof(mob_path) - mob_path - blocked // list of possible hostile mobs
@@ -1,4 +1,4 @@
/obj/item/weapon/reagent_containers/hypospray/autoinjector/beltminer
/obj/item/weapon/reagent_containers/hypospray/autoinjector/miner
name = "Emergency trauma injector"
desc = "A rapid injector for emergency treatment of injuries. The warning label advises that it is not a substitute for proper medical treatment."
icon_state = "autoinjector"
@@ -6,7 +6,7 @@
amount_per_transfer_from_this = 10
volume = 10
/obj/item/weapon/reagent_containers/hypospray/autoinjector/beltminer/New()
/obj/item/weapon/reagent_containers/hypospray/autoinjector/miner/New()
..()
reagents.add_reagent("bicaridine", 5)
reagents.add_reagent("tricordrazine", 3)
@@ -21,4 +21,4 @@
/obj/item/weapon/storage/box/traumainjectors/New()
..()
for (var/i = 1 to 7)
new /obj/item/weapon/reagent_containers/hypospray/autoinjector/beltminer(src)
new /obj/item/weapon/reagent_containers/hypospray/autoinjector/miner(src)
@@ -36,7 +36,7 @@
targets |= hash
//Grab any viruses they have
if(LAZYLEN(target.virus2.len))
if(iscarbon(target) && LAZYLEN(target.virus2.len))
LAZYINITLIST(viruses)
var/datum/disease2/disease/virus = pick(target.virus2.len)
viruses[hash] = virus.getcopy()
@@ -76,6 +76,7 @@
var/body_oocnotes
var/list/limb_data = list(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_ARM, BP_R_ARM, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG, BP_GROIN, BP_TORSO)
var/list/organ_data = list(O_HEART, O_EYES, O_LUNGS, O_BRAIN)
var/list/genetic_modifiers = list()
var/toocomplex
var/sizemult
var/weight
@@ -174,6 +175,12 @@
//Just set the data to this. 0:normal, 1:assisted, 2:mechanical, 3:digital
organ_data[org] = I.robotic
//Genetic modifiers
for(var/modifier in M.modifiers)
var/datum/modifier/mod = modifier
if(mod.flags & MODIFIER_GENETIC)
genetic_modifiers.Add(mod.type)
if(add_to_db)
SStranscore.add_body(src)
@@ -204,6 +211,7 @@
src.body_oocnotes = orig.body_oocnotes
src.limb_data = orig.limb_data.Copy()
src.organ_data = orig.organ_data.Copy()
src.genetic_modifiers = orig.genetic_modifiers.Copy()
src.toocomplex = orig.toocomplex
src.sizemult = orig.sizemult
src.aflags = orig.aflags
+4
View File
@@ -69,6 +69,10 @@
H.dna = R.dna.Clone()
H.original_player = current_project.ckey
//Apply genetic modifiers
for(var/modifier_type in R.genetic_modifiers)
H.add_modifier(modifier_type)
//Apply damage
H.adjustCloneLoss((H.getMaxHealth() - config.health_threshold_dead)*0.75)
H.Paralyse(4)
+3 -6
View File
@@ -84,7 +84,7 @@
/datum/surgery_step/limb/connect/can_use(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/E = target.get_organ(target_zone)
return E && !E.is_stump() && (E.status & ORGAN_DESTROYED)
return E && !E.is_stump() && (E.status & ORGAN_CUT_AWAY)
/datum/surgery_step/limb/connect/begin_step(mob/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
var/obj/item/organ/external/E = target.get_organ(target_zone)
@@ -95,11 +95,8 @@
var/obj/item/organ/external/E = target.get_organ(target_zone)
user.visible_message("<span class='notice'>[user] has connected tendons and muscles in [target]'s [E.amputation_point] with [tool].</span>", \
"<span class='notice'>You have connected tendons and muscles in [target]'s [E.amputation_point] with [tool].</span>")
E.status &= ~ORGAN_DESTROYED
if(E.children)
for(var/obj/item/organ/external/C in E.children)
C.status &= ~ORGAN_DESTROYED
target.update_icons_body(FALSE)
E.status &= ~ORGAN_CUT_AWAY
target.update_icons_body()
target.updatehealth()
target.UpdateDamageIcon()
@@ -49,6 +49,8 @@
riding_datum = new /datum/riding/taur(src)
/mob/living/carbon/human/buckle_mob(mob/living/M, forced = FALSE, check_loc = TRUE)
if(forced)
return ..() // Skip our checks
if(!isTaurTail(tail_style))
return FALSE
if(lying)
@@ -66,6 +68,8 @@
return FALSE
. = ..()
if(.)
buckled_mobs[M] = "riding"
/mob/living/carbon/human/MouseDrop_T(mob/living/M, mob/living/user)
if(can_buckle && istype(M))
@@ -101,6 +105,8 @@
do_colouration = 1 // Yes color, using tail color
color_blend_mode = ICON_MULTIPLY // The sprites for taurs are designed for ICON_MULTIPLY
var/icon/suit_sprites = null //File for suit sprites, if any.
//Could do nested lists but it started becoming a nightmare. It'd be more fun for lookups of a_intent and m_intent, but then subtypes need to
//duplicate all the messages, and it starts getting awkward. These are singletons, anyway!
@@ -138,6 +144,7 @@
/datum/sprite_accessory/tail/taur/wolf
name = "Wolf (Taur)"
icon_state = "wolf_s"
suit_sprites = 'icons/mob/taursuits_wolf_vr.dmi'
/datum/sprite_accessory/tail/taur/wolf/wolf_2c
name = "Wolf dual-color (Taur)"
@@ -152,6 +159,7 @@
/datum/sprite_accessory/tail/taur/naga
name = "Naga (Taur)"
icon_state = "naga_s"
suit_sprites = 'icons/mob/taursuits_naga_vr.dmi'
msg_owner_help_walk = "You carefully slither around %prey."
msg_prey_help_walk = "%owner's huge tail slithers past beside you!"
@@ -188,6 +196,7 @@
/datum/sprite_accessory/tail/taur/horse
name = "Horse (Taur)"
icon_state = "horse_s"
suit_sprites = 'icons/mob/taursuits_horse_vr.dmi'
msg_owner_disarm_run = "You quickly push %prey to the ground with your hoof!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their hoof!"
@@ -212,6 +221,7 @@
/datum/sprite_accessory/tail/taur/cow
name = "Cow (Taur)"
icon_state = "cow_s"
suit_sprites = 'icons/mob/taursuits_cow_vr.dmi'
msg_owner_disarm_run = "You quickly push %prey to the ground with your hoof!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their hoof!"
@@ -251,6 +261,7 @@
/datum/sprite_accessory/tail/taur/lizard
name = "Lizard (Taur)"
icon_state = "lizard_s"
suit_sprites = 'icons/mob/taursuits_lizard_vr.dmi'
/datum/sprite_accessory/tail/taur/lizard/lizard_2c
name = "Lizard dual-color (Taur)"
+7 -3
View File
@@ -33,6 +33,7 @@
var/transferlocation // Location that the prey is released if they struggle and get dropped off.
var/release_sound = TRUE // Boolean for now, maybe replace with something else later
var/mode_flags = 0 // Stripping, numbing, etc.
var/cont_flavor = "Generic" // Selected contamination mode.
//I don't think we've ever altered these lists. making them static until someone actually overrides them somewhere.
//Actual full digest modes
@@ -41,7 +42,7 @@
var/tmp/static/list/mode_flag_list = list("Numbing" = DM_FLAG_NUMBING, "Itemweak" = DM_FLAG_ITEMWEAK, "Stripping" = DM_FLAG_STRIPPING)
//Transformation modes
var/tmp/static/list/transform_modes = list(DM_TRANSFORM_MALE,DM_TRANSFORM_FEMALE,DM_TRANSFORM_KEEP_GENDER,DM_TRANSFORM_CHANGE_SPECIES_AND_TAUR,DM_TRANSFORM_CHANGE_SPECIES_AND_TAUR_EGG,DM_TRANSFORM_REPLICA,DM_TRANSFORM_REPLICA_EGG,DM_TRANSFORM_KEEP_GENDER_EGG,DM_TRANSFORM_MALE_EGG,DM_TRANSFORM_FEMALE_EGG, DM_EGG)
//List of slots that stripping handles strips
var/tmp/static/list/slots = list(slot_back,slot_handcuffed,slot_l_store,slot_r_store,slot_wear_mask,slot_l_hand,slot_r_hand,slot_wear_id,slot_glasses,slot_gloves,slot_head,slot_shoes,slot_belt,slot_wear_suit,slot_w_uniform,slot_s_store,slot_l_ear,slot_r_ear)
@@ -136,7 +137,8 @@
"digest_messages_prey",
"examine_messages",
"emote_lists",
"mode_flags"
"mode_flags",
"cont_flavor"
)
/obj/belly/New(var/newloc)
@@ -371,7 +373,7 @@
var/obj/item/I = M.get_equipped_item(slot = slot)
if(I)
M.unEquip(I,force = TRUE)
I.gurgle_contaminate(contents, owner) //We do an initial contamination pass to get stuff like IDs wet.
I.gurgle_contaminate(contents, cont_flavor) //We do an initial contamination pass to get stuff like IDs wet.
if(mode_flags & DM_FLAG_ITEMWEAK)
items_preserved |= I
@@ -576,6 +578,7 @@
if(!(content in src) || !istype(target))
return
content.forceMove(target)
items_preserved -= content
if(!silent && target.vore_sound && !recent_sound)
var/soundfile = vore_sounds[target.vore_sound]
if(soundfile)
@@ -611,6 +614,7 @@
dupe.bulge_size = bulge_size
dupe.shrink_grow_size = shrink_grow_size
dupe.mode_flags = mode_flags
dupe.cont_flavor = cont_flavor
//// Object-holding variables
//struggle_messages_outside - strings
+26 -16
View File
@@ -38,8 +38,9 @@
if(isitem(A) && !did_an_item)
var/obj/item/I = A
if(mode_flags & DM_FLAG_ITEMWEAK)
I.gurgle_contaminate(contents, owner)
I.gurgle_contaminate(contents, cont_flavor)
items_preserved |= I
to_update = TRUE
else
digest_item(I)
to_update = TRUE
@@ -52,11 +53,11 @@
if(L.absorbed)
L.Weaken(5)
//Handle 'human'
if(ishuman(L))
var/mob/living/carbon/human/H = L
//Numbing flag
if(mode_flags & DM_FLAG_NUMBING)
if(H.bloodstr.get_reagent_amount("numbenzyme") < 2)
@@ -69,7 +70,7 @@
if(I)
H.unEquip(I,force = TRUE)
if(mode_flags & DM_FLAG_ITEMWEAK)
I.gurgle_contaminate(contents, owner)
I.gurgle_contaminate(contents, cont_flavor)
items_preserved |= I
else
digest_item(I)
@@ -96,6 +97,7 @@
if(M.stat == DEAD)
var/digest_alert_owner = pick(digest_messages_owner)
var/digest_alert_prey = pick(digest_messages_prey)
var/compensation = M.getOxyLoss() //How much of the prey's damage was caused by passive crit oxyloss to compensate the lost nutrition.
//Replace placeholder vars
digest_alert_owner = replacetext(digest_alert_owner,"%pred",owner)
@@ -113,7 +115,14 @@
play_sound = pick(death_sounds)
digestion_death(M)
owner.update_icons()
if(compensation > 0)
if(isrobot(owner))
var/mob/living/silicon/robot/R = owner
R.cell.charge += 25*compensation
else
owner.nutrition += 4.5*compensation
to_update = TRUE
continue
// Deal digestion damage (and feed the pred)
@@ -124,11 +133,12 @@
var/difference = owner.size_multiplier / M.size_multiplier
if(isrobot(owner))
var/mob/living/silicon/robot/R = owner
R.cell.charge += 20*(digest_brute+digest_burn)
R.cell.charge += 25*(digest_brute+digest_burn)
if(offset) // If any different than default weight, multiply the % of offset.
owner.nutrition += offset*(2*(digest_brute+digest_burn)/difference) // 9.5 nutrition per digestion tick if they're 130 pounds and it's same size. 10.2 per digestion tick if they're 140 and it's same size. Etc etc.
owner.nutrition += offset*(4.5*(digest_brute+digest_burn)/difference) //4.5 nutrition points per health point. Normal same size 100+100 health prey with average weight would give 900 points if the digestion was instant. With all the size/weight offset taxes plus over time oxyloss+hunger taxes deducted with non-instant digestion, this should be enough to not leave the pred starved.
else
owner.nutrition += 2*(digest_brute+digest_burn)/difference
owner.nutrition += 4.5*(digest_brute+digest_burn)/difference
//////////////////////////// DM_ABSORB ////////////////////////////
else if(digest_mode == DM_ABSORB)
@@ -154,7 +164,7 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(M.absorbed && owner.nutrition >= 100)
M.absorbed = 0
to_chat(M,"<span class='notice'>You suddenly feel solid again </span>")
@@ -167,7 +177,7 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(prob(10)) //Less often than gurgles. People might leave this on forever.
play_sound = pick(digestion_sounds)
@@ -181,13 +191,13 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(prob(10)) //Infinite gurgles!
play_sound = pick(digestion_sounds)
if(M.size_multiplier > shrink_grow_size) //Shrink until smol.
M.resize(M.size_multiplier-0.01) //Shrink by 1% per tick.
if(M.nutrition >= 100) //Absorbing bodymass results in nutrition if possible.
var/oldnutrition = (M.nutrition * 0.05)
M.nutrition = (M.nutrition * 0.95)
@@ -198,7 +208,7 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(prob(10))
play_sound = pick(digestion_sounds)
@@ -212,14 +222,14 @@
for (var/target in touchable_mobs)
var/mob/living/M = target
if(prob(10))
play_sound = pick(digestion_sounds)
if(M.size_multiplier > shrink_grow_size && owner.size_multiplier < 2) //Grow until either pred is large or prey is small.
owner.resize(owner.size_multiplier+0.01) //Grow by 1% per tick.
M.resize(M.size_multiplier-0.01) //Shrink by 1% per tick
if(M.nutrition >= 100)
var/oldnutrition = (M.nutrition * 0.05)
M.nutrition = (M.nutrition * 0.95)
@@ -227,7 +237,7 @@
///////////////////////////// DM_HEAL /////////////////////////////
else if(digest_mode == DM_HEAL)
if(prob(50)) //Wet heals! The secret is you can leave this on for gurgle noises for fun.
play_sound = pick(digestion_sounds)
@@ -260,5 +270,5 @@
M.updateVRPanel()
if(owner.client)
owner.updateVRPanel()
return SSBELLIES_PROCESSED
+4 -3
View File
@@ -5,20 +5,21 @@ var/image/gurgled_overlay = image('icons/effects/sludgeoverlay_vr.dmi')
var/cleanname
var/cleandesc
/obj/item/proc/gurgle_contaminate(var/atom/movable/item_storage = null)
/obj/item/proc/gurgle_contaminate(var/atom/movable/item_storage = null, var/cont_flavor = "Generic")
if(!can_gurgle())
return FALSE
if(!gurgled)
gurgled = TRUE
overlays += gurgled_overlay
var/gurgleflavor = pick("soggy","soaked","dirty","nasty","slimy","drenched","sloppy","grimy","sludgy","stinky","mucky","stained","soiled","filthy","saucy","foul","icky","tarnished","unsanitary","messy","begrimed","cruddy","funky","disgusting","repulsive","noxious","gruesome","gross","putrid","yucky","tainted","putrescent","unsavory","smelly","smutty","acrid","pungent","unclean","contaminated","gunky","gooey","sticky","drippy","oozing","sloshed","digested","sopping","damp","gloppy","begraggled","churned")
var/list/pickfrom = cont_flavors[cont_flavor]
var/gurgleflavor = pick(pickfrom)
cleanname = src.name
cleandesc = src.desc
name = "[gurgleflavor] [cleanname]"
desc = "[cleandesc] It seems to be covered in ominously foul residue and needs a wash."
for(var/obj/item/O in contents)
O.gurgle_contaminate(item_storage)
O.gurgle_contaminate(item_storage, cont_flavor)
return TRUE
/obj/item/proc/can_gurgle()
+12 -2
View File
@@ -204,6 +204,9 @@
dat += " [english_list(flag_list)]"
else
dat += " None"
if(selected.mode_flags & DM_FLAG_ITEMWEAK)
dat += "<br><a href='?src=\ref[src];b_cont_flavor=\ref[selected]'>Contamination Mode:</a>"
dat += "[selected.cont_flavor]"
//Belly verb
dat += "<br><a href='?src=\ref[src];b_verb=\ref[selected]'>Vore Verb:</a>"
@@ -514,14 +517,14 @@
var/new_mode = input("Choose Mode (currently [selected.digest_mode])") as null|anything in menu_list
if(!new_mode)
return 0
if(new_mode == DM_TRANSFORM) //Snowflek submenu
var/list/tf_list = selected.transform_modes
var/new_tf_mode = input("Choose TF Mode (currently [selected.tf_mode])") as null|anything in tf_list
if(!new_tf_mode)
return 0
selected.tf_mode = new_tf_mode
selected.digest_mode = new_mode
selected.items_preserved.Cut() //Re-evaltuate all items in belly on belly-mode change
@@ -533,6 +536,13 @@
selected.mode_flags ^= selected.mode_flag_list[toggle_addon]
selected.items_preserved.Cut() //Re-evaltuate all items in belly on addon toggle
if(href_list["b_cont_flavor"])
var/list/menu_list = cont_flavors.Copy()
var/new_flavor = input("Choose Contamination Mode (currently [selected.cont_flavor])") as null|anything in menu_list
if(!new_flavor)
return 0
selected.cont_flavor = new_flavor
if(href_list["b_desc"])
var/new_desc = html_encode(input(usr,"Belly Description ([BELLIES_DESC_MAX] char limit):","New Description",selected.desc) as message|null)
@@ -1313,18 +1313,13 @@ Departamental Swimsuits, for general use
/obj/item/clothing/suit/storage/hooded/wintercoat/jessie
name = "Handmade Winter Suit"
desc = "A durable, but somewhat ragged lower portion of a snow suit fitted for a wolftaur."
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "jessiecoat"
item_state = "jessiecoat"
/obj/item/clothing/suit/storage/hooded/wintercoat/jessie/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
if(icon_state == "jessiecoat")
return ..()
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "jessiecoat"
pixel_x = -16
return ..()
else
to_chat(H, "<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
@@ -1335,19 +1330,13 @@ Departamental Swimsuits, for general use
name = "Kat's Fox Taur Armor"
desc = "A set of security armor, light weight and easy to run in for a Taur, this item protects the \
entire body."
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "katesuit"
item_state_slots = null
/obj/item/clothing/suit/armor/vest/wolftaur/kate/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
if(icon_state == "katesuit")
return ..()
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "katesuit"
pixel_x = -16
return ..()
else
to_chat(H, "<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
@@ -1359,25 +1348,12 @@ Departamental Swimsuits, for general use
desc = "Taur engineering voidsuit. Recolored navy blue and white. Slightly tweaked as well to \
get close to having security voidsuit protection as possible with a slight reduction in movement \
speed to compensate for custom padding and armor Kateryna made herself."
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "lilithsuit"
item_state = "lilithsuit"
species_restricted = null
armor = list(melee = 40, bullet = 20, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 20)
/obj/item/clothing/suit/space/void/engineering/kate/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..())
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
if(icon_state == "lilithsuit")
return ..()
icon_override = 'icons/mob/taursuits_vr.dmi'
icon_state = "lilithsuit"
pixel_x = -16
return ..()
else
to_chat(H, "<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
return 0
//samanthafyre:Kateryna Petrovitch
/obj/item/clothing/head/helmet/space/fluff/kate
name = "Kat's Navy Engineer Helmet"
@@ -1785,17 +1761,16 @@ Departamental Swimsuits, for general use
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
desc = "A series of armor plates painted black, deployed from a back-mounted module. They fit smoothly over the unit's armor plates and projects a skintight bubble shield over the unit's uncovered parts. Faceplate and coolant unit not included."
species_restricted = null
icon = 'icons/mob/taursuits_vr.dmi'
icon_override = 'icons/mob/taursuits_vr.dmi'
icon = 'icons/mob/taursuits_lizard_vr.dmi'
icon_state = "hasd_suit"
item_state = "hasd_suit"
pixel_x = -16
mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(..() && istype(H) && H.ckey == "silencedmp5a5" && istype(H.tail_style, /datum/sprite_accessory/tail/taur/lizard/synthlizard))
if(..() && istype(H) && H.ckey == "silencedmp5a5")
return 1
else
H << "<span class='warning'>This suit is not designed for you.</span>"
to_chat(H,"<span class='warning'>This suit is not designed for you.</span>")
return 0
//Zigfe:Zaoozaoo Xrimxuqmqixzix
@@ -352,6 +352,10 @@
name = "Modified LeMat"
desc = "The LeMat Revolver is a 9 shot revolver with a secondary firing barrel for loading shotgun shells. Uses .38-Special and 12g rounds depending on the barrel. This one appears to have had it's secondary barrel sealed off and looks to be in pristine condition. Either it's brand new, or its owner takes very good care of it."
icon_state = "lemat"
max_shells = 9
caliber = ".38"
ammo_type = /obj/item/ammo_casing/a38
preserve_item = FALSE
//////////////////// Energy Weapons ////////////////////
+61 -20
View File
@@ -355,15 +355,13 @@
name = "KSS-8 security armor"
desc = "A set of armor made from pieces of many other armors. There are two orange holobadges on it, one on the chestplate, one on the steel flank plates. The holobadges appear to be russian in origin. 'Kosmicheskaya Stantsiya-8' is printed in faded white letters on one side, along the spine. It smells strongly of dog."
species_restricted = null //Species restricted since all it cares about is a taur half
icon_override = 'icons/mob/taursuits_vr.dmi' //Needs to be this since it's 64*32
icon = 'icons/mob/taursuits_wolf_vr.dmi'
icon_state = "serdy_armor"
item_state = "serdy_armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS //It's a full body suit, minus hands and feet. Arms and legs should be protected, not just the torso. Retains normal security armor values still.
/obj/item/clothing/suit/armor/vest/wolftaur/serdy/mob_can_equip(var/mob/living/carbon/human/H, slot, disable_warning = 0)
if(istype(H) && istype(H.tail_style, /datum/sprite_accessory/tail/taur/wolf))
icon_override = 'icons/mob/taursuits_vr.dmi' //Just in case
icon_state = "serdy_armor" //Just in case
pixel_x = -16
return ..()
else
to_chat(H, "<span class='warning'>You need to have a wolf-taur half to wear this.</span>")
@@ -1382,59 +1380,66 @@
else
..()
/obj/item/device/perfect_tele/afterattack(mob/living/target, mob/living/user, proximity)
//No, you can't teleport people from over there.
if(!proximity)
return
/obj/item/device/perfect_tele/proc/teleport_checks(mob/living/target,mob/living/user)
//Uhhuh, need that power source
if(!power_source)
to_chat(user,"<span class='warning'>\The [src] has no power source!</span>")
return
return FALSE
//Check for charge
if(!power_source.check_charge(charge_cost))
to_chat(user,"<span class='warning'>\The [src] does not have enough power left!</span>")
return
return FALSE
//Only mob/living need apply.
if(!istype(user) || !istype(target))
return
return FALSE
//No, you can't teleport buckled people.
if(target.buckled)
to_chat(user,"<span class='warning'>The target appears to be attached to something...</span>")
return
return FALSE
//No, you can't teleport if it's not ready yet.
if(!ready)
to_chat(user,"<span class='warning'>\The [src] is still recharging!</span>")
return
return FALSE
//No, you can't teleport if there's no destination.
if(!destination)
to_chat(user,"<span class='warning'>\The [src] doesn't have a current valid destination set!</span>")
return
return FALSE
//No, you can't teleport if there's a jammer.
if(is_jammed(src) || is_jammed(destination))
to_chat(user,"<span class='warning'>\The [src] refuses to teleport you, due to strong interference!</span>")
return
return FALSE
//No, you can't port to or from away missions. Stupidly complicated check.
var/turf/uT = get_turf(user)
var/turf/dT = get_turf(destination)
if(!uT || !dT)
return
return FALSE
if( (uT.z != dT.z) && ( (uT.z > max_default_z_level() ) || (dT.z > max_default_z_level()) ) )
to_chat(user,"<span class='warning'>\The [src] can't teleport you that far!</span>")
return
return FALSE
if(uT.block_tele || dT.block_tele)
to_chat(user,"<span class='warning'>Something is interfering with \the [src]!</span>")
return FALSE
//Seems okay to me!
return TRUE
/obj/item/device/perfect_tele/afterattack(mob/living/target, mob/living/user, proximity)
//No, you can't teleport people from over there.
if(!proximity)
return
if(!teleport_checks(target,user))
return //The checks proc can send them a message if it wants.
//Bzzt.
ready = 0
power_source.use(charge_cost)
@@ -1447,6 +1452,7 @@
to_chat(user,"<span class='warning'>\The [src] malfunctions and sends you to the wrong beacon!</span>")
//Destination beacon vore checking
var/turf/dT = get_turf(destination)
var/atom/real_dest = dT
var/atom/real_loc = destination.loc
@@ -1570,6 +1576,21 @@
forceMove(bellychoice)
user.visible_message("<span class='warning'>[user] eats a telebeacon!</span>","You eat the the beacon!")
// A single-beacon variant for use by miners (or whatever)
/obj/item/device/perfect_tele/one_beacon
name = "mini-translocator"
desc = "A more limited translocator with a single beacon, useful for some things, like setting the mining department on fire accidentally. Legal for use in the pursuit of NanoTrasen interests, namely mining and exploration."
icon_state = "minitrans"
beacons_left = 1 //Just one
charge_cost = 2400 //One per
/obj/item/device/perfect_tele/one_beacon/teleport_checks(mob/living/target,mob/living/user)
var/turf/T = get_turf(destination)
if(T && user.z != T.z)
to_chat(user,"<span class='warning'>\The [src] is too far away from the beacon. Try getting closer first!</span>")
return FALSE
return ..()
//InterroLouis: Ruda Lizden
/obj/item/clothing/accessory/badge/holo/detective/ruda
name = "Hisstective's Badge"
@@ -1954,6 +1975,26 @@
icon_state = "modkit"
from_helmet = /obj/item/clothing/head/helmet/space/void/security
from_suit = /obj/item/clothing/suit/space/void/security/taur
from_suit = /obj/item/clothing/suit/space/void/security
to_helmet = /obj/item/clothing/head/helmet/space/void/security/hasd
to_suit = /obj/item/clothing/suit/space/void/security/hasd
to_suit = /obj/item/clothing/suit/space/void/security/hasd
//InterroLouis - Kai Highlands
/obj/item/borg/upgrade/modkit/chassis_mod/kai
name = "kai chassis"
desc = "Makes your KA green. All the fun of having a more powerful KA without actually having a more powerful KA."
cost = 0
denied_type = /obj/item/borg/upgrade/modkit/chassis_mod
chassis_icon = "kineticgun_K"
chassis_name = "Kai-netic Accelerator"
var/chassis_desc = "A self recharging, ranged mining tool that does increased damage in low temperature. Capable of holding up to six slots worth of mod kits. It seems to have been painted an ugly green, and has a small image of a bird scratched crudely into the stock."
var/chassis_icon_file = 'icons/vore/custom_guns_vr.dmi'
/obj/item/borg/upgrade/modkit/chassis_mod/kai/install(obj/item/weapon/gun/energy/kinetic_accelerator/KA, mob/user)
KA.desc = chassis_desc
KA.icon = chassis_icon_file
..()
/obj/item/borg/upgrade/modkit/chassis_mod/kai/uninstall(obj/item/weapon/gun/energy/kinetic_accelerator/KA)
KA.desc = initial(KA.desc)
KA.icon = initial(KA.icon)
..()