Files
CHOMPStation2/code/modules/mob/new_player/preferences_setup.dm
Erthilo 0808c2726b Skrell Updates, adds the Skrell race (as per @Searif's idea), also fixes and features for alien species...
* Adds Skrell, they have their own language which is used by typing :k
* Adds soghun language that can be used by typing :o
* Skintone of all species can now be changed.
* Eye colour of all species, except Skrell, can now be changed.
* The preview picture in setup should now be fully accurate for non-human species (excluding Tajaran ears)
* Various fixes for talking, such as talking as your real name while unknown.
* Fixes pAI's universal translator not being universal.
* Added admin update mob sprite command, which should solve any buggy transformations.
* Fixes and slightly nerfs claw attacks.
* Cosmetic fixes for alien species
2012-06-06 06:06:22 +01:00

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datum/preferences
//The mob should have a gender you want before running this proc.
proc/randomize_appearance_for(var/mob/living/carbon/human/H)
if(H.gender == MALE)
gender = MALE
else
gender = FEMALE
randomize_skin_tone()
randomize_hair(gender)
randomize_hair_color("hair")
if(gender == MALE)//only for dudes.
randomize_facial()
randomize_hair_color("facial")
randomize_eyes_color()
underwear = 1
backbag = 2
b_type = pick("A+", "A-", "B+", "B-", "AB+", "AB-", "O+", "O-")
age = rand(minimum_age, maximum_age)
copy_to(H,1)
proc/randomize_name()
if(gender == MALE)
real_name = capitalize(pick(first_names_male) + " " + capitalize(pick(last_names)))
else
real_name = capitalize(pick(first_names_female) + " " + capitalize(pick(last_names)))
return
proc/randomize_hair(var/gender)
// Generate list of all possible hairs via typesof(), subtract the parent type however
var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair - typesof(/datum/sprite_accessory/hair/alien)
// List of hair datums. Used in pick() to select random hair
var/list/hairs = list()
// Loop through potential hairs
for(var/x in all_hairs)
var/datum/sprite_accessory/hair/H = new x // create new hair datum based on type x
if(gender == FEMALE && H.choose_female) // if female and hair is female-suitable, add to possible hairs
hairs.Add(H)
else if(gender != FEMALE && H.choose_male) // if male and hair is male-suitable, add to hairs
hairs.Add(H)
else
del(H) // delete if incompatible
if(hairs.len > 0) // if hairs could be generated
hair_style = pick(hairs) // assign random hair
h_style = hair_style.name
proc/randomize_facial() // uncommented, see randomize_hair() for commentation
var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair
var/list/fhairs = list()
for(var/x in all_fhairs)
var/datum/sprite_accessory/facial_hair/H = new x
if(gender == FEMALE && H.choose_female)
fhairs.Add(H)
else if(gender != FEMALE && H.choose_male)
fhairs.Add(H)
else
del(H)
if(fhairs.len > 0)
facial_hair_style = pick(fhairs)
f_style = facial_hair_style.name
proc/randomize_skin_tone()
var/tone
var/tmp = pickweight ( list ("caucasian" = 55, "afroamerican" = 15, "african" = 10, "latino" = 10, "albino" = 5, "weird" = 5))
switch (tmp)
if ("caucasian")
tone = -45 + 35
if ("afroamerican")
tone = -150 + 35
if ("african")
tone = -200 + 35
if ("latino")
tone = -90 + 35
if ("albino")
tone = -1 + 35
if ("weird")
tone = -(rand (1, 220)) + 35
s_tone = min(max(tone + rand (-25, 25), -185), 34)
proc/randomize_hair_color(var/target = "hair")
if (prob (75) && target == "facial") // Chance to inherit hair color
r_facial = r_hair
g_facial = g_hair
b_facial = b_hair
return
var/red
var/green
var/blue
var/col = pick ("blonde", "black", "chestnut", "copper", "brown", "wheat", "old", "punk")
switch (col)
if ("blonde")
red = 255
green = 255
blue = 0
if ("black")
red = 0
green = 0
blue = 0
if ("chestnut")
red = 153
green = 102
blue = 51
if ("copper")
red = 255
green = 153
blue = 0
if ("brown")
red = 102
green = 51
blue = 0
if ("wheat")
red = 255
green = 255
blue = 153
if ("old")
red = rand (100, 255)
green = red
blue = red
if ("punk")
red = rand (0, 255)
green = rand (0, 255)
blue = rand (0, 255)
red = max(min(red + rand (-25, 25), 255), 0)
green = max(min(green + rand (-25, 25), 255), 0)
blue = max(min(blue + rand (-25, 25), 255), 0)
switch (target)
if ("hair")
r_hair = red
g_hair = green
b_hair = blue
if ("facial")
r_facial = red
g_facial = green
b_facial = blue
proc/randomize_eyes_color()
var/red
var/green
var/blue
var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino", "weird")
switch (col)
if ("black")
red = 0
green = 0
blue = 0
if ("grey")
red = rand (100, 200)
green = red
blue = red
if ("brown")
red = 102
green = 51
blue = 0
if ("chestnut")
red = 153
green = 102
blue = 0
if ("blue")
red = 51
green = 102
blue = 204
if ("lightblue")
red = 102
green = 204
blue = 255
if ("green")
red = 0
green = 102
blue = 0
if ("albino")
red = rand (200, 255)
green = rand (0, 150)
blue = rand (0, 150)
if ("weird")
red = rand (0, 255)
green = rand (0, 255)
blue = rand (0, 255)
red = max(min(red + rand (-25, 25), 255), 0)
green = max(min(green + rand (-25, 25), 255), 0)
blue = max(min(blue + rand (-25, 25), 255), 0)
r_eyes = red
g_eyes = green
b_eyes = blue
proc/update_preview_icon()
del(preview_icon)
var/g = "m"
if (gender == FEMALE) g = "f"
if(species == "Tajaran")
preview_icon = new /icon('tajaran.dmi', "body_[g]_s", "dir" = preview_dir)
else if(species == "Soghun")
if(g == "m")
preview_icon = new /icon('genetics.dmi', "lizard_male_s", "dir" = preview_dir)
else if(g == "f")
preview_icon = new /icon('genetics.dmi', "lizard_female_s", "dir" = preview_dir)
else if(species == "Skrell")
if(g == "m")
preview_icon = new /icon('genetics.dmi', "skrell_male_s", "dir" = preview_dir)
else if(g == "f")
preview_icon = new /icon('genetics.dmi', "skrell_female_s", "dir" = preview_dir)
else
preview_icon = new /icon('human.dmi', "body_[g]_s", "dir" = preview_dir)
// Skin tone
if (s_tone >= 0)
preview_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
else
preview_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
if (underwear < 6)
preview_icon.Blend(new /icon('human.dmi', "underwear[underwear]_[g]_s", "dir" = preview_dir), ICON_OVERLAY)
var/icon/eyes_s = new/icon("icon" = 'human_face.dmi', "icon_state" = "eyes_s", "dir" = preview_dir)
if(species != "Skrell")
eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
// Hair and facial hair, improved by Doohl
var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s", "dir" = preview_dir)
hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s", "dir" = preview_dir)
facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
var/icon/mouth_s = new/icon("icon" = 'human_face.dmi', "icon_state" = "mouth_[g]_s", "dir" = preview_dir)
eyes_s.Blend(hair_s, ICON_OVERLAY)
if(species == "Human")
eyes_s.Blend(mouth_s, ICON_OVERLAY)
eyes_s.Blend(facial_s, ICON_OVERLAY)
preview_icon.Blend(eyes_s, ICON_OVERLAY)
del(mouth_s)
del(facial_s)
del(hair_s)
del(eyes_s)
proc/style_to_datum()
// use h_style and f_style to load /datum hairs
// hairs
for(var/x in typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair)
var/datum/sprite_accessory/hair/H = new x
if(H.name == h_style)
hair_style = H
else
del(H)
// facial hairs
for(var/x in typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair)
var/datum/sprite_accessory/facial_hair/H = new x
if(H.name == f_style)
facial_hair_style = H
else
del(H)