Merge branch 'virgoMaster' into virgoPull

This commit is contained in:
Reddeyfish
2018-04-28 10:12:34 -07:00
334 changed files with 171194 additions and 125302 deletions
+1 -1
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@@ -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
+5 -4
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@@ -41,9 +41,9 @@
if(autogenerate_destination_names) // Lets pad out the destination names.
var/i = rand(6, 10)
var/list/star_names = list(
"Sol", "Alpha Centauri", "Sirius", "Vega", "Regulus", "Vir", "Algol", "Aldebaran",
"Delta Doradus", "Menkar", "Geminga", "Elnath", "Gienah", "Mu Leporis", "Nyx", "Tau Ceti",
"Wazn", "Alphard", "Phact", "Altair", "El", "Eutopia", "Qerr'valis", "Qerrna-Lakirr", "Rarkajar", "the Almach Rim")
"Sol", "Alpha Centauri", "Tau Ceti", "Zhu Que", "Oasis", "Vir", "Gavel", "Ganesha",
"Saint Columbia", "Altair", "Sidhe", "New Ohio", "Parvati", "Mahi-Mahi", "Nyx", "New Seoul",
"Kess-Gendar", "Raphael", "Phact", "Altair", "El", "Eutopia", "Qerr'valis", "Qerrna-Lakirr", "Rarkajar", "Thoth", "Jahan's Post", "Kauq'xum", "Silk", "New Singapore", "Stove", "Viola", "Love", "Isavau's Gamble" )
var/list/destination_types = list("dockyard", "station", "vessel", "waystation", "telecommunications satellite", "spaceport", "distress beacon", "anomaly", "colony", "outpost")
while(i)
destination_names.Add("a [pick(destination_types)] in [pick(star_names)]")
@@ -373,7 +373,8 @@
"Preemptive Defensive Strike",
"This Ship Is Spiders",
"Legitimate Trade Vessel",
"Please Don't Explode II"
"Please Don't Explode II",
"Get Off the Air"
)
destination_names = list(
"a trade outpost in Shelf"
+10 -49
View File
@@ -600,7 +600,6 @@
"Jormungandr",
"Leonidas",
"Meriwether Lewis",
"Midsummer Night",
"Mona Lisa",
"Olympus",
"Paris",
@@ -655,57 +654,19 @@
role during in the late stages of the conflict. After the war, ONI's resources were pooled into numerous top secret projects; much of \
which remains unknown or outright denied to the public even today. Among their suspected activities include exploration, weapons \
development, xenoarcheology, xenobiology, corporate espionage, and manipulation of political affairs."
work = "peacekeeping and piracy suppression"
work = "espionage, piracy suppression, xeno research, and various other black projects"
headquarters = "Paris, Earth"
motto = "The truth will set you free."
ship_prefixes = list("ONI" = "classified", "ONI" = "archeological", "ONI" = "exploration", "ONI" = "logistic") // It's all ONI but let's mix up what missions they do.
ship_names = list("Aegis Fate", // PLACEHOLDERS. Aside from ones I've specifically marked, these should be replaced.
"Ain't No Sunshine",
"All Under Heaven",
"Allegiance",
"Andraste",
"Anjou",
"Barracuda",
"Bastion",
"Buenos Aires",
"Bum Rush",
"Callisto",
"Charon",
"Colorado",
"Commonwealth",
"Corsair",
"DeGaulle",
"Devestator",
"Dust of Snow",
"Euphrates",
"Fair Weather",
"Finite Hearts",
"Forward Unto Dawn",
"Hammerhead",
"Herakles",
"Hoenir", // Notable USDF and ONI ship. Keep this name.
"In Amber Clad",
"Iwo Jima",
"Jolly Roger",
"Jormungandr",
"Leonidas",
"Meriwether Lewis",
"Midsummer Night", // Works for an ONI name.
"Mona Lisa",
"Olympus",
"Providence",
"Prydwen",
"Redoubtable",
"Rising Sun",
"Saratoga",
"Savannah",
"Shanxi",
"Song of the East",
"Stalwart Dawn",
"Strident",
"Tannenberg",
"Tokugawa",
"Totem Lake")
ship_names = list("Bastille",
"Fantôme",
"Harpocrates",
"Hoenir",
"Mata Hari",
"Midsummer Night",
"Mirage",
"Persephone", // Director Ixchel Kisoda's personal research ship
"Versailles")
destination_names = list("parts unknown",
"none of your business",
"uncharted space",
@@ -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 ..()
@@ -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
@@ -55,7 +55,7 @@
pref.starting_trait_points = STARTING_SPECIES_POINTS
pref.max_traits = MAX_SPECIES_TRAITS
if(pref.species != "Custom Species")
if(pref.species != SPECIES_CUSTOM)
pref.pos_traits.Cut()
pref.neu_traits.Cut()
pref.neg_traits.Cut()
@@ -73,12 +73,14 @@
if(!(path in negative_traits))
pref.neg_traits -= path
if(!pref.custom_base || (pref.custom_base != "Xenochimera" && !(pref.custom_base in playable_species - whitelisted_species)))
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
if(pref.species == "Custom Species")
if(pref.species == SPECIES_CUSTOM || pref.species == SPECIES_XENOCHIMERA)
var/datum/species/custom/CS = character.species
var/S = pref.custom_base ? pref.custom_base : "Human"
var/datum/species/custom/new_CS = CS.produceCopy(S, pref.pos_traits + pref.neu_traits + pref.neg_traits, character)
@@ -86,28 +88,15 @@
//Any additional non-trait settings can be applied here
new_CS.blood_color = pref.blood_color
if(pref.species == "Xenochimera")
var/datum/species/xenochimera/CS = character.species
var/S = pref.custom_base ? pref.custom_base : "Human"
var/datum/species/xenochimera/new_CS = CS.produceCopy(S, pref.pos_traits + pref.neu_traits + pref.neg_traits, character)
//Any additional non-trait settings can be applied here
new_CS.blood_color = pref.blood_color
/datum/category_item/player_setup_item/vore/traits/content(var/mob/user)
. += "<b>Custom Species</b> "
. += "<a href='?src=\ref[src];custom_species=1'>[pref.custom_species ? pref.custom_species : "-Input Name-"]</a><br>"
if(pref.species == "Custom Species")
if(pref.species == SPECIES_CUSTOM || pref.species == SPECIES_XENOCHIMERA)
. += "<b>Icon Base: </b> "
. += "<a href='?src=\ref[src];custom_base=1'>[pref.custom_base ? pref.custom_base : "Human"]</a><br>"
if(pref.species == "Xenochimera")
. += "<b>Icon Base: </b> "
. += "<a href='?src=\ref[src];custom_base_xenochimera=1'>[pref.custom_base ? pref.custom_base : "Human"]</a><br>"
if(pref.species == "Custom Species")
if(pref.species == SPECIES_CUSTOM)
var/points_left = pref.starting_trait_points
var/traits_left = pref.max_traits
for(var/T in pref.pos_traits + pref.neg_traits)
@@ -161,14 +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 playable_species - whitelisted_species - "Custom Species" - "Promethean"
if(text_choice in playable_species)
pref.custom_base = text_choice
return TOPIC_REFRESH_UPDATE_PREVIEW
else if(href_list["custom_base_xenochimera"])
var/text_choice = input("Pick an icon set for your species:","Icon Base") in playable_species - whitelisted_species - "Custom Species" - "Promethean" + "Xenochimera"
if(text_choice in playable_species)
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
@@ -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
+13 -13
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@@ -52,8 +52,8 @@
affected_dest.temp_price_change[good_type] = rand(1,100) / 100
/datum/event/economic_event/announce()
var/author = "The "+using_map.starsys_name+" Times"
var/channel = author
var/author = "Oculus v6rev7"
var/channel = "Oculum Content Aggregator"
//see if our location has custom event info for this event
var/body = affected_dest.get_custom_eventstring()
@@ -66,28 +66,28 @@
if(INDUSTRIAL_ACCIDENT)
body = "[pick("An industrial accident","A smelting accident","A malfunction","A malfunctioning piece of machinery","Negligent maintenance","A cooleant leak","A ruptured conduit")] at a [pick("factory","installation","power plant","dockyards")] on [affected_dest.name] resulted in severe structural damage and numerous injuries. Repairs are ongoing."
if(BIOHAZARD_OUTBREAK)
body = "[pick("A \'REDACTED\'","A biohazard","An outbreak","A virus")] on [affected_dest.name] has resulted in quarantine, stopping much shipping in the area. Although the quarantine is now lifted, authorities are calling for deliveries of medical supplies to treat the infected, and gas to replace contaminated stocks."
body = "[pick("A nano-contaminant","A biohazard","An outbreak","A virus")] on [affected_dest.name] has resulted in quarantine, stopping much shipping in the area. Although the quarantine is now lifted, authorities are calling for deliveries of medical supplies to treat the infected, and gas to replace contaminated stocks."
if(PIRATES)
body = "[pick("Pirates","Criminal elements","A [pick("mercenary","Donk Co.","Waffle Co.","\'REDACTED\'")] strike force")] have [pick("raided","blockaded","attempted to blackmail","attacked")] [affected_dest.name] today. Security has been tightened, but many valuable minerals were taken."
body = "[pick("Pirates","Criminal elements","A [pick("mercenary","Nos Amis","Xin Cohong","Ue-Katish")] strike force")] have [pick("raided","blockaded","attempted to blackmail","attacked")] [affected_dest.name] today. Security has been tightened, but many valuable minerals were taken."
if(CORPORATE_ATTACK)
body = "A small [pick("pirate","Cybersun Industries","Gorlex Marauders","mercenary")] fleet has precise-jumped into proximity with [affected_dest.name], [pick("for a smash-and-grab operation","in a hit and run attack","in an overt display of hostilities")]. Much damage was done, and security has been tightened since the incident."
body = "A small [pick("pirate","Nation of Mars","Revolutionary Solar People's Party","mercenary")] fleet has precise-jumped into proximity with [affected_dest.name], [pick("for a smash-and-grab operation","in a hit and run attack","in an overt display of hostilities")]. Much damage was done, and security has been tightened since the incident."
if(ALIEN_RAIDERS)
if(prob(20))
body = "The Tiger Co-operative have raided [affected_dest.name] today, no doubt on orders from their enigmatic masters. Stealing wildlife, farm animals, medical research materials and kidnapping civilians. [using_map.company_name] authorities are standing by to counter attempts at bio-terrorism."
body = "Ue-Katish pirates exiled from Ue'Orsi have raided [affected_dest.name] today, no doubt on orders from their enigmatic masters. Stealing wildlife, farm animals, medical research materials and kidnapping civilians. [using_map.company_name] authorities are standing by to counter attempts at bio-terrorism."
else
body = "[pick("The alien species designated \'United Exolitics\'","The alien species designated \'REDACTED\'","An unknown alien species")] have raided [affected_dest.name] today, stealing wildlife, farm animals, medical research materials and kidnapping civilians. It seems they desire to learn more about us, so the Navy will be standing by to accomodate them next time they try."
body = "The Vox have raided [affected_dest.name] today, stealing wildlife, farm animals, medical research materials and kidnapping civilians. Fleet assets have moved to reinforce the effected region."
if(AI_LIBERATION)
body = "A [pick("\'REDACTED\' was detected on","S.E.L.F operative infiltrated","malignant computer virus was detected on","rogue [pick("slicer","hacker")] was apprehended on")] [affected_dest.name] today, and managed to infect [pick("\'REDACTED\'","a sentient sub-system","a class one AI","a sentient defence installation")] before it could be stopped, causing serious damage. Considerable work must be done to repair the affected areas."
body = "A [pick("malignant webcrawler was detected on","Boiling Point operative infiltrated","malignant computer virus was detected on","rogue [pick("slicer","hacker")] was apprehended on")] [affected_dest.name] today, and managed to infect [pick("an A-class factory monitor","an experimental drone wing","a high-powered financial system","an automated defence installation")] before it could be stopped, causing serious damage. Considerable work must be done to repair the affected areas."
if(MOURNING)
body = "[pick("The popular","The well-liked","The eminent","The well-known")] [pick("professor","entertainer","singer","researcher","public servant","administrator","ship captain","\'REDACTED\'")], [pick( random_name(pick(MALE,FEMALE)), 40; "\'REDACTED\'" )] has [pick("passed away","committed suicide","been murdered","died in a freakish accident")] on [affected_dest.name] today. The entire planet is in mourning, and prices have dropped for industrial goods as worker morale drops."
body = "[pick("The popular","The well-liked","The eminent","The well-known")] [pick("professor","entertainer","singer","researcher","public servant","administrator","ship captain")], [random_name(pick(MALE,FEMALE))] has [pick("passed away","committed suicide","been murdered","died in a freakish accident")] on [affected_dest.name] today. The entire planet is in mourning, and prices have dropped for industrial goods as worker morale drops."
if(CULT_CELL_REVEALED)
body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] cult of [pick("The Elder Gods","Nar'sie","an apocalyptic sect","\'REDACTED\'")] has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing \'REDACTED\' acts","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice. The editor reminds all personnel that supernatural myths will not be tolerated on [using_map.company_name] facilities."
body = "A [pick("dastardly","blood-thirsty","villanous","crazed")] doomsday cult has [pick("been discovered","been revealed","revealed themselves","gone public")] on [affected_dest.name] earlier today. Public morale has been shaken due to [pick("certain","several","one or two")] [pick("high-profile","well known","popular")] individuals [pick("performing illegal acts","claiming allegiance to the cult","swearing loyalty to the cult leader","promising to aid to the cult")] before those involved could be brought to justice."
if(SECURITY_BREACH)
body = "There was [pick("a security breach in","an unauthorised access in","an attempted theft in","an anarchist attack in","violent sabotage of")] a [pick("high-security","restricted access","classified","\'REDACTED\'")] [pick("\'REDACTED\'","section","zone","area")] this morning. Security was tightened on [affected_dest.name] after the incident, and the editor reassures all [using_map.company_name] personnel that such lapses are rare."
body = "There was [pick("a security breach in","an unauthorised access in","an attempted theft in","an anarchist attack in","violent sabotage of")] a [pick("high-security","restricted access","classified")] [pick("section","zone","area")] this morning. Security was tightened on [affected_dest.name] after the incident, and the editor reassures all [using_map.company_name] personnel that such lapses are rare."
if(ANIMAL_RIGHTS_RAID)
body = "[pick("Militant animal rights activists","Members of the terrorist group Animal Rights Consortium","Members of the terrorist group \'REDACTED\'")] have [pick("launched a campaign of terror","unleashed a swathe of destruction","raided farms and pastures","forced entry to \'REDACTED\'")] on [affected_dest.name] earlier today, freeing numerous [pick("farm animals","animals","\'REDACTED\'")]. Prices for tame and breeding animals have spiked as a result."
body = "[pick("Militant animal rights activists","Members of the terrorist group Galactic Organization for Animal Rights")] have [pick("launched a campaign of terror","unleashed a swathe of destruction","raided farms and pastures","forced entry to an animal processing plant")] on [affected_dest.name] earlier today, freeing numerous [pick("farm animals","animals")]. Prices for tame and breeding animals have spiked as a result."
if(FESTIVAL)
body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been declared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter")]","coming of age of their [pick("son","daughter")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet."
body = "A [pick("festival","week long celebration","day of revelry","planet-wide holiday")] has been declared on [affected_dest.name] by [pick("Governor","Commissioner","General","Commandant","Administrator")] [random_name(pick(MALE,FEMALE))] to celebrate [pick("the birth of their [pick("son","daughter","child")]","coming of age of their [pick("son","daughter","child")]","the pacification of rogue military cell","the apprehension of a violent criminal who had been terrorising the planet")]. Massive stocks of food and meat have been bought driving up prices across the planet."
news_network.SubmitArticle(body, author, channel, null, 1)
+2 -2
View File
@@ -1,5 +1,5 @@
/datum/event/mundane_news
/* /datum/event/mundane_news
endWhen = 10
/datum/event/mundane_news/announce()
@@ -123,7 +123,7 @@
The [using_map.starsys_name] Times is offering discount tickets for two to see [random_name(pick(MALE,FEMALE))] live in return for eyewitness reports and up to the minute coverage."
news_network.SubmitArticle(body, author, channel, null, 1)
*/
/datum/event/trivial_news
endWhen = 10
+25 -37
View File
@@ -16,85 +16,73 @@ var/list/weighted_mundaneevent_locations = list()
/datum/trade_destination/proc/get_custom_eventstring(var/event_type)
return null
//distance is measured in AU and co-relates to travel time
/datum/trade_destination/centcomm
name = "CentCom"
description = "NanoTrasen's administrative centre for Tau Ceti."
//distance is measured in Arbitrary and corelates to travel time, like, I guess
/datum/trade_destination/luna
name = "Luna"
description = "The capital world of SolGov, host to NanoTrasen's corporate offices."
distance = 1.2
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(SECURITY_BREACH, CORPORATE_ATTACK, AI_LIBERATION)
viable_mundane_events = list(ELECTION, RESIGNATION, CELEBRITY_DEATH)
/datum/trade_destination/anansi
name = "NSS Anansi"
description = "Medical station ran by Second Red Cross (but owned by NT) for handling emergency cases from nearby colonies."
/datum/trade_destination/nohio
name = "New Ohio"
description = "A world in the Sagitarius Heights, home to Vey-Medical's research and development facilities."
distance = 1.7
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(SECURITY_BREACH, CULT_CELL_REVEALED, BIOHAZARD_OUTBREAK, PIRATES, ALIEN_RAIDERS)
viable_mundane_events = list(RESEARCH_BREAKTHROUGH, RESEARCH_BREAKTHROUGH, BARGAINS, GOSSIP)
/datum/trade_destination/anansi/get_custom_eventstring(var/event_type)
if(event_type == RESEARCH_BREAKTHROUGH)
return "Thanks to research conducted on the NSS Anansi, Second Red Cross Society wishes to announce a major breakthough in the field of \
[pick("mind-machine interfacing","neuroscience","nano-augmentation","genetics")]. [using_map.company_name] is expected to announce a co-exploitation deal within the fortnight."
return null
/datum/trade_destination/redolant
name = "OAV Redolant"
description = "Osiris Atmospherics station in orbit around the only gas giant insystem. They retain tight control over shipping rights, and Osiris warships protecting their prize are not an uncommon sight in Tau Ceti."
/datum/trade_destination/sophia
name = "Sophia"
description = "The homeworld of the positronics and an extremely important cultural center."
distance = 0.6
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(INDUSTRIAL_ACCIDENT, PIRATES, CORPORATE_ATTACK)
viable_mundane_events = list(RESEARCH_BREAKTHROUGH, RESEARCH_BREAKTHROUGH)
/datum/trade_destination/redolant/get_custom_eventstring(var/event_type)
if(event_type == RESEARCH_BREAKTHROUGH)
return "Thanks to research conducted on the OAV Redolant, Osiris Atmospherics wishes to announce a major breakthough in the field of \
[pick("phoron research","high energy flux capacitance","super-compressed materials","theoretical particle physics")]. [using_map.company_name] is expected to announce a co-exploitation deal within the fortnight."
return null
/datum/trade_destination/beltway
name = "Beltway mining chain"
description = "A co-operative effort between Beltway and NanoTrasen to exploit the rich outer asteroid belt of the Tau Ceti system."
/datum/trade_destination/jade
name = "Jade"
description = "Jade, in the Zhu Que system, is one of the Bowl's garden worlds and home to a major ore processing operation."
distance = 7.5
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(PIRATES, INDUSTRIAL_ACCIDENT)
viable_mundane_events = list(TOURISM)
/datum/trade_destination/biesel
name = "Biesel"
description = "Large ship yards, strong economy and a stable, well-educated populace, Biesel largely owes allegiance to Sol / Vessel Contracting and begrudgingly tolerates NT. Capital is Lowell City."
/datum/trade_destination/sif
name = "Sif"
description = "A garden world in the Vir system with a developing phoron-based economy."
distance = 2.3
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(RIOTS, INDUSTRIAL_ACCIDENT, BIOHAZARD_OUTBREAK, CULT_CELL_REVEALED, FESTIVAL, MOURNING)
viable_mundane_events = list(BARGAINS, GOSSIP, SONG_DEBUT, MOVIE_RELEASE, ELECTION, TOURISM, RESIGNATION, CELEBRITY_DEATH)
/datum/trade_destination/new_gibson
name = "New Gibson"
description = "Heavily industrialised rocky planet containing the majority of the planet-bound resources in the system, New Gibson is torn by unrest and has very little wealth to call it's own except in the hands of the corporations who jostle with NT for control."
/datum/trade_destination/mars
name = "Mars"
description = "A major industrial center in the Sol system."
distance = 6.6
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(RIOTS, INDUSTRIAL_ACCIDENT, BIOHAZARD_OUTBREAK, CULT_CELL_REVEALED, FESTIVAL, MOURNING)
viable_mundane_events = list(ELECTION, TOURISM, RESIGNATION)
/datum/trade_destination/luthien
name = "Luthien"
description = "A small colony established on a feral, untamed world (largely jungle). Savages and wild beasts attack the outpost regularly, although NT maintains tight military control."
/datum/trade_destination/nisp
name = "Nisp"
description = "A near-garden world known for its hostile wildlife and its N2O atmosphere."
distance = 8.9
willing_to_buy = list()
willing_to_sell = list()
viable_random_events = list(WILD_ANIMAL_ATTACK, CULT_CELL_REVEALED, FESTIVAL, MOURNING, ANIMAL_RIGHTS_RAID, ALIEN_RAIDERS)
viable_mundane_events = list(ELECTION, TOURISM, BIG_GAME_HUNTERS, RESIGNATION)
/datum/trade_destination/reade
name = "Reade"
description = "A cold, metal-deficient world, NT maintains large pastures in whatever available space in an attempt to salvage something from this profitless colony."
/datum/trade_destination/abelsrest
name = "Abel's Rest"
description = "A garden world on the Hegemony border. Coinhabitated rather uncomfortably by Unathi and Solar settlers."
distance = 7.5
willing_to_buy = list()
willing_to_sell = list()
+1 -12
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.
@@ -90,7 +79,7 @@ var/global/economy_init = 0
if(economy_init)
return 2
news_network.CreateFeedChannel("The [using_map.starsys_name] Times", "[using_map.starsys_name] Times ExoNode - [using_map.station_short]", 1, 1)
//news_network.CreateFeedChannel("The [using_map.starsys_name] Times", "[using_map.starsys_name] Times ExoNode - [using_map.station_short]", 1, 1)
news_network.CreateFeedChannel("The Gibson Gazette", "Editor Mike Hammers", 1, 1)
news_network.CreateFeedChannel("Oculum Content Aggregator", "Oculus v6rev7", 1, 1)
+2 -2
View File
@@ -29,7 +29,7 @@
var/list/loc = solgov + skrell + tajara
//this includes systems Sol doesn't really have eyes on
//var/list/allloc = loc + unathi + skrellfar + independent + rim
var/list/allloc = loc + unathi + skrellfar + independent + rim
//copied right from organizations.dm
var/list/ship_names = list(
@@ -59,7 +59,6 @@
//generated based on Cerebulon's thing on the wiki
var/list/prefixes = list("IAV","ICV","IDV","IDV","IEV","IFV","IIV","ILV","IMV","IRV","ISV","ITV","SCG-A","SCG-C","SCG-D","SCG-D","SCG-E","SCG-F","SCG-I","SCG-L","SCG-M","SCG-R","SCG-S","SCG-T","BAV","BCV","BDV","BDV","BEV","BFV","BIV","BLV","BMV","BRV","BSV","BTV","HAV","HCV","HDV","HDV","HEV","HFV","HIV","HLV","HMV","HRV","HSV","HTV","MAV","MCV","MDV","MDV","MEV","MFV","MIV","MLV","MMV","MRV","MSV","MTV","NAV","NCV","NDV","NDV","NEV","NFV","NIV","NLV","NMV","NRV","NSV","NTV","VAV","VCV","VDV","VDV","VEV","VFV","VIV","VLV","VMV","VRV","VSV","VTV","WAV","WCV","WDV","WDV","WEV","WFV","WIV","WLV","WMV","WRV","WSV","WTV","XAV","XCV","XDV","XDV","XEV","XFV","XIV","XLV","XMV","XRV","XSV","XTV","ZAV","ZCV","ZDV","ZDV","ZEV","ZFV","ZIV","ZLV","ZMV","ZRV","ZSV","ZTV","GAV","GCV","GDV","GDV","GEV","GFV","GIV","GLV","GMV","GRV","GSV","GTV","AAV","ACV","ADV","ADV","AEV","AFV","AIV","ALV","AMV","ARV","ASV","ATV","LAV","LCV","LDV","LDV","LEV","LFV","LIV","LLV","LMV","LRV","LSV","LTV")
//var/datum/trade_destination/affected_dest = pick(weighted_mundaneevent_locations) //shouldn't do anything, not removing it to avoid breaking shit
//formatting breaks my fucking eyes
var/body = pick("A high-ranking Vey-Med executive was revealed to have been experimenting on biological neural enhancement techniques, believed to be of Skrellian origin, which could lead to the production of transhuman entities with an average cognitive capacity 30% greater than a baseline human.",
"[random_name(MALE)], chairman of the controversial Friends of Ned party, is scheduled to speak at a prominant university in [pick(core)] this Monday, according to a statement on his official newsfeed.",
@@ -105,6 +104,7 @@
"EIO spokesperson [random_name(MALE)] stated in a press conference yesterday that the \"Shakespear\" A-class codeline was briefly available for download on the darknet, although they claim to be \"confident that the leak was shut down before any significant portion could be downloaded\". Experts suspect Association involvement.",
"[pick("Strives Towards", "Embraces", "Dreams of", "Cultivates", "Advocates", "Exemplifies")] [pick("Strength", "Wisdom", "Independence", "Pragmatism", "Reason", "Development")], a Community Child from Angessa's Pearl, published his memoir today, detailing a shocking level of abuse by caretakers and educators.",
"Nova Sixty, Mercurial web personality, claims that the disappearence of the SCG-R Song Shi was a plot by \"extradimensional rockmen\" who intend to sow mistrust between the Association and SolGov. Quote Sixty, \"The Far Kingdoms' attempt to hide the TRUTH only proves that they and their rockman allies are NOT to be trusted.\"",
"Unusual stellar phenomena was detected on [pick(allloc)], sparking concerns about the colonies in the system.",
)
news_network.SubmitArticle(body, author, channel, null, 1)
+1 -1
View File
@@ -134,7 +134,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Lost Carp", /datum/event/carp_migration, 20, list(ASSIGNMENT_SECURITY = 10), 1),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Money Hacker", /datum/event/money_hacker, 0, list(ASSIGNMENT_ANY = 4), 1, 10, 25),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Money Lotto", /datum/event/money_lotto, 0, list(ASSIGNMENT_ANY = 1), 1, 5, 15),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Mundane News", /datum/event/mundane_news, 300),
//new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Mundane News", /datum/event/mundane_news, 300),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "PDA Spam", /datum/event/pda_spam, 0, list(ASSIGNMENT_ANY = 4), 0, 25, 50),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Shipping Error", /datum/event/shipping_error , 30, list(ASSIGNMENT_ANY = 2), 0),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Space Dust", /datum/event/dust , 60, list(ASSIGNMENT_ENGINEER = 20), 0, 0, 50),
@@ -40,7 +40,6 @@
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Lost Carp", /datum/event/carp_migration, 20, list(ASSIGNMENT_SECURITY = 10), 1),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Meteor Shower", /datum/event/meteor_wave, -15, list(ASSIGNMENT_ENGINEER = 5), 1),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Money Lotto", /datum/event/money_lotto, 0, list(ASSIGNMENT_ANY = 1), 1, 5, 15),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Mundane News", /datum/event/mundane_news, 300),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Shipping Error", /datum/event/shipping_error , 30, list(ASSIGNMENT_ANY = 2), 0),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Supply Demand", /datum/event/supply_demand, -15, list(ASSIGNMENT_ANY = 1, ASSIGNMENT_ENGINEER = 5, ASSIGNMENT_MEDICAL = 5), 1),
new /datum/event_meta(EVENT_LEVEL_MUNDANE, "Trivial News", /datum/event/trivial_news, 400),
+1 -1
View File
@@ -47,7 +47,7 @@ var/list/event_last_fired = list()
possibleEvents[/datum/event/economic_event] = 300
possibleEvents[/datum/event/trivial_news] = 400
possibleEvents[/datum/event/mundane_news] = 300
//possibleEvents[/datum/event/mundane_news] = 300
possibleEvents[/datum/event/lore_news] = 300 // up this if the above ones get removed as they damn well should
possibleEvents[/datum/event/pda_spam] = max(min(25, player_list.len) * 4, 200)
+3 -3
View File
@@ -22,7 +22,7 @@
chosen_window = target_window
chosen_location = chosen_window.loc
collateral_windows = gather_collateral_windows(chosen_window)
announceWhen = (collateral_windows.len + 1) * 5
announceWhen = (collateral_windows.len + 1) * 20
endWhen = announceWhen + 1
return
@@ -66,8 +66,8 @@
chosen_window.shatter(0)
for(var/obj/structure/window/current_collateral in collateral_windows)
sleep(rand(1,5))
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")
command_announcement.Announce("Structural integrity of windows at [chosen_location.loc.name] is failing. Immediate repair or replacement is advised.", "Structural Alert")
+16
View File
@@ -9,6 +9,22 @@
result = /obj/item/weapon/reagent_containers/food/snacks/path_to_some_food
*/
/datum/recipe/jellydonut
items = list(
/obj/item/weapon/reagent_containers/food/snacks/doughslice)
/datum/recipe/jellydonut/slime
items = list(
/obj/item/weapon/reagent_containers/food/snacks/doughslice)
/datum/recipe/jellydonut/cherry
items = list(
/obj/item/weapon/reagent_containers/food/snacks/doughslice)
/datum/recipe/donut
items = list(
/obj/item/weapon/reagent_containers/food/snacks/doughslice)
/datum/recipe/sushi
fruit = list("cabbage" = 1)
reagents = list("rice" = 20)
+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>")
+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."
+1 -1
View File
@@ -11,7 +11,7 @@
/datum/lore/codex/category/species,
/datum/lore/codex/category/auto_org/tsc,
/datum/lore/codex/category/auto_org/gov,
// /datum/lore/codex/category/auto_org/mil,
/datum/lore/codex/category/auto_org/mil,
/datum/lore/codex/category/political_factions,
/datum/lore/codex/page/about_lore
)
@@ -1,9 +1,10 @@
/datum/lore/codex/category/political_factions
name = "Political Factions"
data = "Those wishing to immigrate to somewhere in Virgo-Erigone, or otherwise plan to stay for a long time should get to know human politics. \
data = "<i>For some weird reason, this section is blank. This looks like a publishing error.</i>"
/*data = "Those wishing to immigrate to somewhere in Virgo-Erigone, or otherwise plan to stay for a long time should get to know human politics. \
There are presently three major political parties that exist throughout SolGov space, being the Icarus Front, the Shadow Coalition, and \
the Sol Economic Organization, and several smaller ones which tend to align themselves among one of the major parties. In the Virgo-Erigone system, the \
Icarus Front's influence is much less than somewhere closer to Sol, and the other two parties being more popular."
Icarus Front's influence is much less than somewhere closer to Sol, and the other two parties being more popular."*/ // ToDo: A lot.
children = list(
/datum/lore/codex/page/blank
)
@@ -11,6 +12,4 @@
/datum/lore/codex/page/blank/add_content()
name = "Blank Page"
keywords += list("Blank")
data = "<i>For some weird reason, this page is blank. This looks like a publishing error.</i>"
// ToDo: A lot.
data = "<i>For some weird reason, this section is blank. This looks like a publishing error.</i>" // ToDo: A lot.
+16 -1
View File
@@ -4,6 +4,8 @@
region. Each is labled by date of publication and title. This list is self-updating, and from time to time the publisher will push new \
articles. You are encouraged to check back frequently."
children = list(
/datum/lore/codex/page/article9,
/datum/lore/codex/page/article8,
/datum/lore/codex/page/article7,
/datum/lore/codex/page/article6,
/datum/lore/codex/page/article5,
@@ -81,7 +83,7 @@
/datum/lore/codex/page/article6
name = "3/03/62 - A Week Out From Almach: What are the facts?"
data = "* Several organizations in the Almach Rim, including Angessa's Pearl, the Aetolian Council, the Interstellar Workers of Wythe, the Republic of Whitney, and members of several prominent families in the Neon Light unilaterally declared secession from SCG. <br><br>*This secession was first called the Grey Hour by political scientists in New Florence, a term popularized by reporter Elspor Fong. <br><br>* Shelf, the FRF, and the EFRB were declared \"observers\" in the Almach Association charter. <br><br>* None of these organizations have issued a statement on the matter.<br><br>* The SCG-R Song Shi was stranded in the region during the secession.<br><br>* SolGov has not issued an official statement of the fate of the Song Shi.<br><br>* Several confederate agencies, including Emergent Intelligence Oversight, the Trade and Customs Bureau, and SCG Fleet Intelligence have declared a \"state of emergency\".<br><br>* SolGov itself has NOT declared a state of emergency.<br><br>* Legitimate communications in and out of the Almach Rim are restricted to audited text messages for the period.<br><br>* Several illegitimate communication links exist and are believed by Fleet Intelligence to be currently hosting the official sites for Morpheus Cyberkinetics and for the Association itself.<br><br>* Icarus Front chairperson Mackenzie West has proposed a moratorium on the creation of new Prometheans for the duration of the crisis.<br><br>* Local laws on the subject will apply until the Assembly meets late in May. <br><br>* No confederate lawmaker has proposed action against Relani, Shelfican, or newly Almachi nationals living within stable regions.<br><br>* The border remains tightly closed to migrants, media, and diplomats alike."
/datum/lore/codex/page/article7
name = "3/21/62 - Relan, Shelf Join the Almach Association"
data = "Recent reports from within the Association indicate that the Free Relan Federation and Shelf have officially decided to join the Almach Association. President Nia Fischer of the FRF had this to say on the matter, in a speech addressed to the population at large. \
@@ -94,3 +96,16 @@
<br><br>\
\"We're probably going to regret this but, y'know, the whole thing is kind of our fault. Sure, whatever.\""
/datum/lore/codex/page/article8
name = "4/1/62 - Almach Cordon Breached by Unknown Organization"
data = "Early this morning, SolGov ships assigned to the Almach Cordon around the Rim territories reported that a number of bulk freighters had eluded apprehension and are now at large within the Golden Crescent. Lieutenant-Major Volkov of the SCG-D Henri Capet reports that the blockade-runners were highly organized and determined, citing several lightly-manned ships left behind to tie up the SolGov forces long enough for the freighters to escape, detonating their reactors when they lost the ability to continue fighting. This resulted in three Fleet casualties and a significant degree of damage to the Henri Capet. The contents and location of the freighters are unknown at this time. In response, eight light-response vessels are being assigned to the Saint Columbia Fleet Base from Jahan's Post and Zhu Que. Residents and traffic officials in Vir, Oasis, and Gavel are to remain alert and notify police if any suspicious or unregistered craft enter their space.\
<br><br>\
A spokesperson for the Association claims that, while they make no attempts to stop aspiring blockade runners, the organization responsible for this most recent attack is unaffiliated with the Association as a whole and deny any knowledge of their identity or motives."
/datum/lore/codex/page/article9
name = "4/7/62 - Boiling Point Tragedy in Gavel"
data = "Today, April the Seventh, marks a day of tragedy for all the galaxy. A small group of operatives claiming to be associated with Mercurial terrorist organization Boiling Point invaded major refueling platform NLS Aquarius in the Republic of Gavel after hijacking civilian transport vessel WTV Orion and faking a drive failure. Several detonations were reported within the Aquarius, the operatives entering through unknown (potentially Skrellian) means. After stating their affiliation and desire for the liberation of all \"Prometheans, drones, and ex-humans\", they opened fire on a crowd of unarmed bystanders, killing as many as seven. A multiple-hour long firefight with Nanotrasen corporate asset protection ensued, at which point the operatives demonstrated capabilities well in excess of Five Points-prescribed limits. Asset Protection was successful in repelling the terrorists, though their harsh methods drew outrage from the people they were protecting, leading a notable director of research to resign her position with the corporation. Several operatives are still at large, though the SG-PV Juno recovered two living terrorists and one totaled synthetic platform. \
<br><br>\
The intervention of a local Defense Force drone wing on behalf of the terrorists leads many in the intelligence community to assume that more Boiling Point operatives remain active within Gavel, and possibly nearby systems such as Vir and Oasis. Some have also noted that elements of the terrorists' tactics and augmentations suggest Association training, though the specifics remain classified. More information as the story breaks."
@@ -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"
+1 -1
View File
@@ -343,7 +343,7 @@ var/list/name_to_material
name = "marble"
icon_colour = "#AAAAAA"
weight = 26
hardness = 100
hardness = 30 //VOREStation Edit - Please.
integrity = 201 //hack to stop kitchen benches being flippable, todo: refactor into weight system
stack_type = /obj/item/stack/material/marble
+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
+2 -2
View File
@@ -37,7 +37,7 @@
/obj/item/clothing/accessory/storage/brown_vest = 5,
/obj/item/toy/plushie/face_hugger = 3,
/obj/item/weapon/storage/firstaid/regular = 5,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/beltminer = 5,
///obj/item/weapon/reagent_containers/hypospray/autoinjector/beltminer = 5,
/obj/machinery/mining/drill = 5,
/obj/machinery/mining/brace = 16,
/obj/mecha/working/ripley/mining = 3,
@@ -58,7 +58,7 @@
/obj/item/clothing/accessory/storage/brown_vest = 4,
/obj/item/toy/plushie/face_hugger = 4,
/obj/item/weapon/storage/firstaid/regular = 8,
/obj/item/weapon/reagent_containers/hypospray/autoinjector/beltminer = 12,
///obj/item/weapon/reagent_containers/hypospray/autoinjector/beltminer = 12,
/obj/machinery/mining/drill = 4,
/obj/machinery/mining/brace = 4,
/obj/mecha/working/ripley/mining = 60,
@@ -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)
+255
View File
@@ -0,0 +1,255 @@
/*****************************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
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()
+146
View File
@@ -0,0 +1,146 @@
/*
* Modifiers originating from cult runes, spells, or pylons are kept here.
*/
////////// Self-Enhancing
/datum/modifier/fortify
name = "fortified body"
desc = "You are taking less damage from outside sources."
on_created_text = "<span class='critical'>Your body becomes a mountain to your enemies' storm.</span>"
on_expired_text = "<span class='notice'>Your body softens, returning to its regular durability.</span>"
stacks = MODIFIER_STACK_EXTEND
disable_duration_percent = 0.25 // Disables only last 25% as long.
incoming_damage_percent = 0.5 // 50% incoming damage.
icon_scale_percent = 1.2 // Become a bigger target.
pain_immunity = TRUE
slowdown = 2
evasion = -20
/datum/modifier/ambush
name = "phased"
desc = "You are partially shifted from the material plane."
on_created_text = "<span class='critical'>Your body pulses, before partially dematerializing.</span>"
on_expired_text = "<span class='notice'>Your body rematerializes fully.</span>"
stacks = MODIFIER_STACK_FORBID
incoming_damage_percent = 0.1 // 10% incoming damage. You're not all there.
outgoing_melee_damage_percent = 0 // 0% outgoing damage. Be prepared.
pain_immunity = TRUE
evasion = 50 //Luckily, not being all there means you're actually hard to hit with a gun.
/datum/modifier/ambush/on_applied()
holder.alpha = 30
return
// Override this for special effects when it gets removed.
/datum/modifier/ambush/on_expire()
holder.alpha = 255
return
////////// On-hit
/datum/modifier/deep_wounds
name = "deep wounds"
desc = "Your wounds are mysteriously harder to mend."
on_created_text = "<span class='cult'>Your wounds pain you greatly.</span>"
on_expired_text = "<span class='notice'>Your wounds numb for a moment.</span>"
stacks = MODIFIER_STACK_EXTEND
incoming_healing_percent = 0.66 // 34% less healing.
disable_duration_percent = 1.22 // 22% longer disables.
////////// Auras
/datum/modifier/repair_aura //This aura does not apply modifiers to individuals in the area.
name = "aura of repair (cult)"
desc = "You are emitting a field of strange energy, capable of repairing occult constructs."
on_created_text = "<span class='cult'>You begin emitting an occult repair aura.</span>"
on_expired_text = "<span class='notice'>The occult repair aura fades.</span>"
stacks = MODIFIER_STACK_EXTEND
mob_overlay_state = "cult_aura"
/datum/modifier/repair_aura/tick()
spawn()
for(var/mob/living/simple_animal/construct/T in view(4,holder))
T.adjustBruteLoss(rand(-10,-15))
T.adjustFireLoss(rand(-10,-15))
/datum/modifier/agonize //This modifier is used in an aura spell.
name = "agonize"
desc = "Your body is wracked with pain."
on_created_text = "<span class='cult'>A red lightning quickly covers your body. The pain is horrendous.</span>"
on_expired_text = "<span class='notice'>The lightning fades, and so too does the ongoing pain.</span>"
stacks = MODIFIER_STACK_EXTEND
mob_overlay_state = "red_electricity_constant"
/datum/modifier/agonize/tick()
spawn()
if(ishuman(holder))
var/mob/living/carbon/human/H = holder
H.apply_effect(20, AGONY)
if(prob(10))
to_chat(H, "<span class='warning'>Just make it stop!</span>")
////////// Target Modifier
/datum/modifier/mend_occult
name = "occult mending"
desc = "Your body is mending, though at what cost?"
on_created_text = "<span class='cult'>Something haunting envelops your body as it begins to mend.</span>"
on_expired_text = "<span class='notice'>The cloak of unease dissipates.</span>"
stacks = MODIFIER_STACK_EXTEND
mob_overlay_state = "red_electricity_constant"
/datum/modifier/mend_occult/tick()
spawn()
if(isliving(holder))
var/mob/living/L = holder
if(istype(L, /mob/living/simple_animal/construct))
L.adjustBruteLoss(rand(-5,-10))
L.adjustFireLoss(rand(-5,-10))
else
L.adjustBruteLoss(-2)
L.adjustFireLoss(-2)
if(ishuman(holder))
var/mob/living/carbon/human/H = holder
for(var/obj/item/organ/O in H.internal_organs)
if(O.damage > 0) // Fix internal damage
O.damage = max(O.damage - 2, 0)
if(O.damage <= 5 && O.organ_tag == O_EYES) // Fix eyes
H.sdisabilities &= ~BLIND
for(var/obj/item/organ/external/O in H.organs) // Fix limbs, no matter if they are Man or Machine.
O.heal_damage(rand(1,3), rand(1,3), internal = 1, robo_repair = 1)
for(var/obj/item/organ/E in H.bad_external_organs) // Fix bones
var/obj/item/organ/external/affected = E
if((affected.damage < affected.min_broken_damage * config.organ_health_multiplier) && (affected.status & ORGAN_BROKEN))
affected.status &= ~ORGAN_BROKEN
for(var/datum/wound/W in affected.wounds) // Fix IB
if(istype(W, /datum/wound/internal_bleeding))
affected.wounds -= W
affected.update_damages()
H.restore_blood()
H.apply_effect(15, AGONY)
if(prob(10))
to_chat(H, "<span class='danger'>It feels as though your body is being torn apart!</span>")
L.updatehealth()
+5 -1
View File
@@ -205,8 +205,11 @@ note dizziness decrements automatically in the mob's Life() proc.
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, time = 2)
animate(pixel_x = default_pixel_x, pixel_y = default_pixel_y, time = 2)
/mob/living/do_attack_animation(atom/A)
/mob/living/do_attack_animation(atom/A, no_attack_icons = FALSE)
..()
if(no_attack_icons)
return FALSE
//Check for clients with pref enabled
var/list/viewing = list()
for(var/m in viewers(A))
@@ -265,6 +268,7 @@ note dizziness decrements automatically in the mob's Life() proc.
// And animate the attack!
animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
update_icon()
return TRUE //Found an item, doing item attack animation.
/mob/proc/spin(spintime, speed)
+1 -1
View File
@@ -221,7 +221,7 @@
busy = 1
while(do_after(src, 10) && tank.reagents.total_volume < tank.reagents.maximum_volume)
tank.reagents.add_reagent("water", 10)
tank.reagents.add_reagent("water", 100) //VOREStation Edit
if(prob(5))
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
+2 -2
View File
@@ -46,7 +46,7 @@
// Moving around increases germ_level faster
if(germ_level < GERM_LEVEL_MOVE_CAP && prob(8))
germ_level++
/* VOREStation Removal - Needless duplicate feature
/mob/living/carbon/relaymove(var/mob/living/user, direction)
if((user in src.stomach_contents) && istype(user))
if(user.last_special <= world.time)
@@ -72,7 +72,7 @@
A.loc = loc
stomach_contents.Remove(A)
src.gib()
*/
/mob/living/carbon/gib()
for(var/mob/M in src)
if(M in src.stomach_contents)
+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 [lowertext(english_list(accessories_visible))]"
else tie_msg += ". Attached to it is [lowertext(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 [lowertext(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
@@ -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()
@@ -0,0 +1,124 @@
/mob/living/carbon/human/proc/shapeshifter_select_ears()
set name = "Select Ears"
set category = "Abilities"
if(stat || world.time < last_special)
return
last_special = world.time + 10
// Construct the list of names allowed for this user.
var/list/pretty_ear_styles = list("Normal" = null)
for(var/path in ear_styles_list)
var/datum/sprite_accessory/ears/instance = ear_styles_list[path]
if((!instance.ckeys_allowed) || (ckey in instance.ckeys_allowed))
pretty_ear_styles[instance.name] = path
// Present choice to user
var/new_ear_style = input(src, "Pick some ears!", "Character Preference", ear_style ? ear_style.name : null) as null|anything in pretty_ear_styles
if(!new_ear_style)
return
//Set new style
ear_style = ear_styles_list[pretty_ear_styles[new_ear_style]]
//Allow color picks
var/current_pri_color = rgb(r_ears,g_ears,b_ears)
var/new_pri_color = input("Pick primary ear color:","Ear Color (Pri)", current_pri_color) as null|color
if(new_pri_color)
var/list/new_color_rgb_list = hex2rgb(new_pri_color)
r_ears = new_color_rgb_list[1]
g_ears = new_color_rgb_list[2]
b_ears = new_color_rgb_list[3]
//Indented inside positive primary color choice, don't bother if they clicked cancel
var/current_sec_color = rgb(r_ears2,g_ears2,b_ears2)
var/new_sec_color = input("Pick secondary ear color (only applies to some ears):","Ear Color (sec)", current_sec_color) as null|color
if(new_sec_color)
new_color_rgb_list = hex2rgb(new_sec_color)
r_ears2 = new_color_rgb_list[1]
g_ears2 = new_color_rgb_list[2]
b_ears2 = new_color_rgb_list[3]
update_hair() //Includes Virgo ears
/mob/living/carbon/human/proc/shapeshifter_select_tail()
set name = "Select Tail"
set category = "Abilities"
if(stat || world.time < last_special)
return
last_special = world.time + 10
// Construct the list of names allowed for this user.
var/list/pretty_tail_styles = list("Normal" = null)
for(var/path in tail_styles_list)
var/datum/sprite_accessory/tail/instance = tail_styles_list[path]
if((!instance.ckeys_allowed) || (ckey in instance.ckeys_allowed))
pretty_tail_styles[instance.name] = path
// Present choice to user
var/new_tail_style = input(src, "Pick a tail!", "Character Preference", tail_style ? tail_style.name : null) as null|anything in pretty_tail_styles
if(!new_tail_style)
return
//Set new style
tail_style = tail_styles_list[pretty_tail_styles[new_tail_style]]
//Allow color picks
var/current_pri_color = rgb(r_tail,g_tail,b_tail)
var/new_pri_color = input("Pick primary tail color:","Tail Color (Pri)", current_pri_color) as null|color
if(new_pri_color)
var/list/new_color_rgb_list = hex2rgb(new_pri_color)
r_tail = new_color_rgb_list[1]
g_tail = new_color_rgb_list[2]
b_tail = new_color_rgb_list[3]
//Indented inside positive primary color choice, don't bother if they clicked cancel
var/current_sec_color = rgb(r_tail2,g_tail2,b_tail2)
var/new_sec_color = input("Pick secondary tail color (only applies to some tails):","Tail Color (sec)", current_sec_color) as null|color
if(new_sec_color)
new_color_rgb_list = hex2rgb(new_sec_color)
r_tail2 = new_color_rgb_list[1]
g_tail2 = new_color_rgb_list[2]
b_tail2 = new_color_rgb_list[3]
update_tail_showing()
/mob/living/carbon/human/proc/shapeshifter_select_wings()
set name = "Select Wings"
set category = "Abilities"
if(stat || world.time < last_special)
return
last_special = world.time + 10
// Construct the list of names allowed for this user.
var/list/pretty_wing_styles = list("None" = null)
for(var/path in wing_styles_list)
var/datum/sprite_accessory/wing/instance = wing_styles_list[path]
if((!instance.ckeys_allowed) || (ckey in instance.ckeys_allowed))
pretty_wing_styles[instance.name] = path
// Present choice to user
var/new_wing_style = input(src, "Pick some wings!", "Character Preference", wing_style ? wing_style.name : null) as null|anything in pretty_wing_styles
if(!new_wing_style)
return
//Set new style
wing_style = wing_styles_list[pretty_wing_styles[new_wing_style]]
//Allow color picks
var/current_color = rgb(r_wing,g_wing,b_wing)
var/new_color = input("Pick wing color:","Wing Color", current_color) as null|color
if(new_color)
var/list/new_color_rgb_list = hex2rgb(new_color)
r_wing = new_color_rgb_list[1]
g_wing = new_color_rgb_list[2]
b_wing = new_color_rgb_list[3]
update_wing_showing()
@@ -7,7 +7,7 @@
var/trashcan = 0 //It's always sunny in the wrestling ring.
/datum/species/custom
name = "Custom Species"
name = SPECIES_CUSTOM
name_plural = "Custom"
var/base_species = "Human"
@@ -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
@@ -86,6 +89,9 @@ var/datum/species/shapeshifter/promethean/prometheans
/mob/living/carbon/human/proc/shapeshifter_select_eye_colour,
/mob/living/carbon/human/proc/shapeshifter_select_hair_colors,
/mob/living/carbon/human/proc/shapeshifter_select_gender,
/mob/living/carbon/human/proc/shapeshifter_select_wings, //VOREStation Add,
/mob/living/carbon/human/proc/shapeshifter_select_tail, //VOREStation Add,
/mob/living/carbon/human/proc/shapeshifter_select_ears, //VOREStation Add,
/mob/living/carbon/human/proc/regenerate
)
@@ -95,7 +95,10 @@
/mob/living/carbon/human/proc/shapeshifter_select_hair_colors,
/mob/living/carbon/human/proc/shapeshifter_select_colour,
/mob/living/carbon/human/proc/shapeshifter_select_eye_colour,
/mob/living/carbon/human/proc/shapeshifter_select_gender
/mob/living/carbon/human/proc/shapeshifter_select_gender,
/mob/living/carbon/human/proc/shapeshifter_select_wings,
/mob/living/carbon/human/proc/shapeshifter_select_tail,
/mob/living/carbon/human/proc/shapeshifter_select_ears
)
var/global/list/abilities = list()
@@ -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 \
@@ -1,22 +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
@@ -10,10 +10,10 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
////////////////////////////////////////////////////////////////////////////////////////////////
// # Human Icon Updating System
//
// This system takes care of the "icon" for human mobs. Of course humans don't just have a single
// icon+icon_state, but a combination of dozens of little sprites including including the body,
// This system takes care of the "icon" for human mobs. Of course humans don't just have a single
// icon+icon_state, but a combination of dozens of little sprites including including the body,
// clothing, equipment, in-universe HUD images, etc.
//
//
// # Basic Operation
// Whenever you do something that should update the on-mob appearance of a worn or held item, You
// will need to call the relevant update_inv_* proc. All of these are named after the variable they
@@ -25,14 +25,14 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
// only get assigned to the mob once per tick.)
// As a corrolary, this means users of this system do NOT need to tell the system when you're done
// making changes.
//
//
// There are also these special cases:
// update_icons_body() //Handles updating your mob's icon to reflect their gender/race/complexion etc
// UpdateDamageIcon() //Handles damage overlays for brute/burn damage //(will rename this when I geta round to it) ~Carn
// update_skin() //Handles updating skin for species that have a skin overlay.
// update_bloodied() //Handles adding/clearing the blood overlays for hands & feet. Call when bloodied or cleaned.
// update_underwear() //Handles updating the sprite for underwear.
// update_hair() //Handles updating your hair and eyes overlay
// update_hair() //Handles updating your hair and eyes overlay
// update_mutations() //Handles updating your appearance for certain mutations. e.g TK head-glows
// update_fire() //Handles overlay from being on fire.
// update_water() //Handles overlay from being submerged.
@@ -138,11 +138,11 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
// Regular stuff again.
var/matrix/M = matrix()
var/anim_time = 3
//Due to some involuntary means, you're laying now
if(lying && !resting && !sleeping)
anim_time = 1 //Thud
if(lying && !species.prone_icon) //Only rotate them if we're not drawing a specific icon for being prone.
M.Turn(90)
M.Scale(desired_scale)
@@ -338,7 +338,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(SKIN_LAYER)
var/image/skin = species.update_skin(src)
if(skin)
skin.layer = BODY_LAYER+SKIN_LAYER
@@ -354,7 +354,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
var/image/both = image(icon = 'icons/effects/effects.dmi', icon_state = "nothing", layer = BODY_LAYER+BLOOD_LAYER)
//Bloody hands
if(blood_DNA)
var/image/bloodsies = image(icon = species.get_blood_mask(src), icon_state = "bloodyhands", layer = BODY_LAYER+BLOOD_LAYER)
@@ -485,7 +485,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(MUTATIONS_LAYER)
if(!LAZYLEN(mutations))
return //No mutations, no icons.
@@ -496,7 +496,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
var/image/standing = image(icon = 'icons/effects/genetics.dmi', layer = BODY_LAYER+MUTATIONS_LAYER)
var/g = gender == FEMALE ? "f" : "m"
for(var/datum/dna/gene/gene in dna_genes)
if(!gene.block)
continue
@@ -559,7 +559,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
//Shoes can be affected by uniform being drawn onto them
update_inv_shoes()
if(!w_uniform)
return
@@ -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()
@@ -575,7 +575,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(ID_LAYER)
if(!wear_id)
return //Not wearing an ID
@@ -583,8 +583,8 @@ 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)
/mob/living/carbon/human/update_inv_gloves()
@@ -596,8 +596,8 @@ 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)
/mob/living/carbon/human/update_inv_glasses()
@@ -609,8 +609,8 @@ 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)
/mob/living/carbon/human/update_inv_ears()
@@ -624,16 +624,16 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!l_ear && !r_ear)
return //Why bother, if no ear sprites
// Blank image upon which to layer left & right overlays.
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
@@ -657,11 +657,11 @@ 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)
/mob/living/carbon/human/update_inv_s_store()
if(QDESTROYING(src))
return
@@ -670,14 +670,14 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!s_store)
return //Why bother, nothing there.
//TODO, this is unlike the rest of the things
//Basically has no variety in slot icon choices at all. WHY SPECIES ONLY??
var/t_state = s_store.item_state
if(!t_state)
t_state = s_store.icon_state
overlays_standing[SUIT_STORE_LAYER] = image(icon = species.suit_storage_icon, icon_state = t_state, layer = BODY_LAYER+SUIT_STORE_LAYER)
apply_layer(SUIT_STORE_LAYER)
/mob/living/carbon/human/update_inv_head()
@@ -685,12 +685,12 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(HEAD_LAYER)
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)
/mob/living/carbon/human/update_inv_belt()
@@ -702,7 +702,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!belt)
return //No belt, why bother.
//Toggle for belt layering with uniform
var/belt_layer = BELT_LAYER
if(istype(belt, /obj/item/weapon/storage/belt))
@@ -711,8 +711,8 @@ 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)
/mob/living/carbon/human/update_inv_wear_suit()
@@ -730,8 +730,8 @@ 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)
/mob/living/carbon/human/update_inv_pockets()
@@ -745,9 +745,9 @@ 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)
/mob/living/carbon/human/update_inv_back()
@@ -759,8 +759,8 @@ 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)
//TODO: Carbon procs in my human update_icons??
@@ -792,8 +792,8 @@ 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)
/mob/living/carbon/human/update_inv_legcuffed()
@@ -805,8 +805,8 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
if(!legcuffed)
return //Not legcuffed, why bother.
overlays_standing[LEGCUFF_LAYER] = handcuffed.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)
/mob/living/carbon/human/update_inv_r_hand()
@@ -818,8 +818,8 @@ 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)
/mob/living/carbon/human/update_inv_l_hand()
@@ -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)
@@ -884,16 +884,16 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
/mob/living/carbon/human/proc/set_tail_state(var/t_state)
var/used_tail_layer = tail_alt ? TAIL_LAYER_ALT : TAIL_LAYER // VOREStation Edit - START - Alt Tail Layer
var/image/tail_overlay = overlays_standing[used_tail_layer]
remove_layer(TAIL_LAYER)
remove_layer(TAIL_LAYER_ALT)
if(tail_overlay)
overlays_standing[used_tail_layer] = tail_overlay
if(species.get_tail_animation(src))
tail_overlay.icon_state = t_state
. = tail_overlay
apply_layer(used_tail_layer) // VOREStation Edit - END
//Not really once, since BYOND can't do that.
@@ -976,7 +976,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
effects.overlays += I //TODO, this compositing is annoying.
overlays_standing[MODIFIER_EFFECTS_LAYER] = effects
apply_layer(MODIFIER_EFFECTS_LAYER)
/mob/living/carbon/human/update_fire()
@@ -984,12 +984,12 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
remove_layer(FIRE_LAYER)
if(!on_fire)
return
overlays_standing[FIRE_LAYER] = image(icon = 'icons/mob/OnFire.dmi', icon_state = get_fire_icon_state(), layer = BODY_LAYER+FIRE_LAYER)
apply_layer(FIRE_LAYER)
/mob/living/carbon/human/update_water()
@@ -1003,7 +1003,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
return
overlays_standing[WATER_LAYER] = image(icon = 'icons/mob/submerged.dmi', icon_state = "human_swimming_[depth]", layer = BODY_LAYER+WATER_LAYER) //TODO: Improve
apply_layer(WATER_LAYER)
/mob/living/carbon/human/proc/update_surgery()
+12 -1
View File
@@ -1060,7 +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(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.
@@ -220,7 +220,7 @@
m_type = 1
if("law")
if (istype(module,/obj/item/weapon/robot_module/robot/security))
if (istype(module,/obj/item/weapon/robot_module/robot/security) || istype(module,/obj/item/weapon/robot_module/robot/knine)) //VOREStation Add - K9
message = "shows its legal authorization barcode."
playsound(src.loc, 'sound/voice/biamthelaw.ogg', 50, 0)
@@ -229,7 +229,7 @@
src << "You are not THE LAW, pal."
if("halt")
if (istype(module,/obj/item/weapon/robot_module/robot/security))
if (istype(module,/obj/item/weapon/robot_module/robot/security) || istype(module,/obj/item/weapon/robot_module/robot/knine)) //VOREStation Add - K9
message = "<B>'s</B> speakers skreech, \"Halt! Security!\"."
playsound(src.loc, 'sound/voice/halt.ogg', 50, 0)
@@ -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>")
@@ -1,22 +1,39 @@
/mob/living/simple_animal/construct
name = "Construct"
real_name = "Construct"
var/construct_type = "shade"
desc = ""
speak_emote = list("hisses")
emote_hear = list("wails","screeches")
ui_icons = 'icons/mob/screen1_construct.dmi'
has_hands = 1
hand_form = "stone manipulators"
response_help = "thinks better of touching"
response_disarm = "flailed at"
response_harm = "punched"
intelligence_level = SA_HUMANOID // Player controlled.
hovering = TRUE
softfall = TRUE //Beings made of Hellmarble and powered by the tears of the damned are not concerned with mortal things such as 'gravity'.
parachuting = TRUE
icon_dead = "shade_dead"
var/do_glow = 1
speed = -1
a_intent = I_HURT
stop_automated_movement = 1
status_flags = CANPUSH
universal_speak = 0
universal_understand = 1
attack_sound = 'sound/weapons/spiderlunge.ogg'
min_oxy = 0
max_oxy = 0
min_tox = 0
@@ -25,11 +42,16 @@
max_co2 = 0
min_n2 = 0
max_n2 = 0
minbodytemp = 0
show_stat_health = 1
faction = "cult"
supernatural = 1
see_invisible = SEE_INVISIBLE_NOLIGHTING
see_in_dark = 7
var/nullblock = 0
mob_swap_flags = HUMAN|SIMPLE_ANIMAL|SLIME|MONKEY
@@ -39,6 +61,51 @@
can_be_antagged = TRUE
taser_kill = 0 // no
shock_resistance = 0.9 //Electricity isn't very effective on stone, especially that from hell.
armor = list(
"melee" = 10,
"bullet" = 10,
"laser" = 10,
"energy" = 10,
"bomb" = 10,
"bio" = 100,
"rad" = 100)
/mob/living/simple_animal/construct/place_spell_in_hand(var/path)
if(!path || !ispath(path))
return 0
//var/obj/item/weapon/spell/S = new path(src)
var/obj/item/weapon/spell/construct/S = new path(src)
//No hands needed for innate casts.
if(S.cast_methods & CAST_INNATE)
if(S.run_checks())
S.on_innate_cast(src)
if(l_hand && r_hand) //Make sure our hands aren't full.
if(istype(r_hand, /obj/item/weapon/spell)) //If they are full, perhaps we can still be useful.
var/obj/item/weapon/spell/r_spell = r_hand
if(r_spell.aspect == ASPECT_CHROMATIC) //Check if we can combine the new spell with one in our hands.
r_spell.on_combine_cast(S, src)
else if(istype(l_hand, /obj/item/weapon/spell))
var/obj/item/weapon/spell/l_spell = l_hand
if(l_spell.aspect == ASPECT_CHROMATIC) //Check the other hand too.
l_spell.on_combine_cast(S, src)
else //Welp
to_chat(src, "<span class='warning'>You require a free manipulator to use this power.</span>")
return 0
if(S.run_checks())
put_in_hands(S)
return 1
else
qdel(S)
return 0
/mob/living/simple_animal/construct/cultify()
return
@@ -51,7 +118,17 @@
for(var/spell in construct_spells)
src.add_spell(new spell, "const_spell_ready")
updateicon()
add_glow()
/mob/living/simple_animal/construct/updateicon()
overlays.Cut()
..()
if(do_glow)
add_glow()
/mob/living/simple_animal/construct/update_icon()
..()
if(do_glow)
add_glow()
/mob/living/simple_animal/construct/death()
new /obj/item/weapon/ectoplasm (src.loc)
@@ -61,11 +138,15 @@
/mob/living/simple_animal/construct/attack_generic(var/mob/user)
if(istype(user, /mob/living/simple_animal/construct/builder))
var/mob/living/simple_animal/construct/builder/B = user
if(health < getMaxHealth())
adjustBruteLoss(-5)
var/repair_lower_bound = B.melee_damage_lower * -1
var/repair_upper_bound = B.melee_damage_upper * -1
adjustBruteLoss(rand(repair_lower_bound, repair_upper_bound))
adjustFireLoss(rand(repair_lower_bound, repair_upper_bound))
user.visible_message("<span class='notice'>\The [user] mends some of \the [src]'s wounds.</span>")
else
user << "<span class='notice'>\The [src] is undamaged.</span>"
to_chat(user, "<span class='notice'>\The [src] is undamaged.</span>")
return
return ..()
@@ -83,6 +164,8 @@
user << msg
/mob/living/simple_animal/construct/Process_Spacemove()
return 1 //Constructs levitate, can fall from a shuttle with no harm, and are piloted by either damned spirits or some otherworldly entity. It's not hard to believe.
/////////////////Juggernaut///////////////
@@ -91,48 +174,83 @@
/mob/living/simple_animal/construct/armoured
name = "Juggernaut"
real_name = "Juggernaut"
construct_type = "juggernaut"
desc = "A possessed suit of armour driven by the will of the restless dead"
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
maxHealth = 250
health = 250
maxHealth = 300
health = 300
response_harm = "harmlessly punches"
harm_intent_damage = 0
melee_damage_lower = 30
melee_damage_upper = 30
melee_damage_upper = 40
attack_armor_pen = 60 //Being punched by a living, floating statue.
attacktext = list("smashed their armoured gauntlet into")
friendly = list("pats")
mob_size = MOB_HUGE
speed = 3
speed = 2 //Not super fast, but it might catch up to someone in armor who got punched once or twice.
environment_smash = 2
attack_sound = 'sound/weapons/heavysmash.ogg'
status_flags = 0
resistance = 10
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser)
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser,
/spell/targeted/fortify,
/spell/targeted/construct_advanced/slam
)
armor = list(
"melee" = 70,
"bullet" = 30,
"laser" = 30,
"energy" = 30,
"bomb" = 10,
"bio" = 100,
"rad" = 100)
/mob/living/simple_animal/construct/armoured/Life()
weakened = 0
..()
/mob/living/simple_animal/construct/armoured/bullet_act(var/obj/item/projectile/P)
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
adjustBruteLoss(P.damage * 0.5)
// if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)) //If it's going to be slow, it's probably going to need every reflect it can get.
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
var/damage_mod = rand(2,4)
var/projectile_dam_type = P.damage_type
var/incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
var/armorcheck = run_armor_check(null, P.check_armour)
var/soakedcheck = get_armor_soak(null, P.check_armour)
if(!(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam)))
visible_message("<span class='danger'>The [P.name] bounces off of [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] bounces off of [src]'s shell!</span>")
new /obj/item/weapon/material/shard/shrapnel(src.loc)
if(!(P.damage_type == BRUTE || P.damage_type == BURN))
projectile_dam_type = BRUTE
incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to brute for physical projectiles, though severely decreased.
apply_damage(incoming_damage, projectile_dam_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
return -1 //Doesn't reflect non-beams or non-energy projectiles. They just smack and drop with little to no effect.
else
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
damage_mod = rand(3,5)
incoming_damage = (round(P.damage / damage_mod) - (round((P.damage / damage_mod) * 0.3)))
if(!(P.damage_type == BRUTE || P.damage_type == BURN))
projectile_dam_type = BURN
incoming_damage = round(incoming_damage / 4) //Damage from strange sources is converted to burn for energy-type projectiles, though severely decreased.
apply_damage(incoming_damage, P.damage_type, null, armorcheck, soakedcheck, is_sharp(P), has_edge(P), P)
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/turf/curloc = get_turf(src)
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
P.reflected = 1
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
P.reflected = 1
return -1 // complete projectile permutation
return -1 // complete projectile permutation
return (..(P))
@@ -145,21 +263,32 @@
/mob/living/simple_animal/construct/wraith
name = "Wraith"
real_name = "Wraith"
desc = "A wicked bladed shell contraption piloted by a bound spirit"
construct_type = "wraith"
desc = "A wicked bladed shell contraption piloted by a bound spirit."
icon = 'icons/mob/mob.dmi'
icon_state = "floating"
icon_living = "floating"
maxHealth = 75
health = 75
maxHealth = 200
health = 200
melee_damage_lower = 25
melee_damage_upper = 25
melee_damage_upper = 30
attack_armor_pen = 15
attack_sharp = 1
attack_edge = 1
attacktext = list("slashed")
friendly = list("pinches")
speed = -1
environment_smash = 1
see_in_dark = 7
attack_sound = 'sound/weapons/rapidslice.ogg'
construct_spells = list(/spell/targeted/ethereal_jaunt/shift)
construct_spells = list(/spell/targeted/ethereal_jaunt/shift,
/spell/targeted/ambush_mode
)
/mob/living/simple_animal/construct/wraith/DoPunch(var/atom/A)
. = ..()
if(. && isliving(A))
var/mob/living/L = A
L.add_modifier(/datum/modifier/deep_wounds, 30 SECONDS)
/////////////////////////////Artificer/////////////////////////
@@ -168,35 +297,43 @@
/mob/living/simple_animal/construct/builder
name = "Artificer"
real_name = "Artificer"
desc = "A bulbous construct dedicated to building and maintaining The Cult of Nar-Sie's armies"
construct_type = "artificer"
desc = "A bulbous construct dedicated to building and maintaining temples to their otherworldly lords."
icon = 'icons/mob/mob.dmi'
icon_state = "artificer"
icon_living = "artificer"
maxHealth = 50
health = 50
maxHealth = 150
health = 150
response_harm = "viciously beaten"
harm_intent_damage = 5
melee_damage_lower = 5
melee_damage_upper = 5
melee_damage_lower = 15 //It's not the strongest of the bunch, but that doesn't mean it can't hurt you.
melee_damage_upper = 20
attacktext = list("rammed")
speed = 0
environment_smash = 1
environment_smash = 2
attack_sound = 'sound/weapons/rapidslice.ogg'
construct_spells = list(/spell/aoe_turf/conjure/construct/lesser,
/spell/aoe_turf/conjure/wall,
/spell/aoe_turf/conjure/floor,
/spell/aoe_turf/conjure/soulstone,
/spell/aoe_turf/conjure/pylon
/spell/aoe_turf/conjure/pylon,
/spell/aoe_turf/conjure/door,
/spell/aoe_turf/conjure/grille,
/spell/targeted/occult_repair_aura,
/spell/targeted/construct_advanced/mend_acolyte
)
/////////////////////////////Behemoth/////////////////////////
/*
* The Behemoth. Admin-allowance only, still try to keep it in some guideline of 'Balanced', even if it means Security has to be fully geared to be so.
*/
/mob/living/simple_animal/construct/behemoth
name = "Behemoth"
real_name = "Behemoth"
desc = "The pinnacle of occult technology, Behemoths are the ultimate weapon in the Cult of Nar-Sie's arsenal."
construct_type = "juggernaut"
desc = "The pinnacle of occult technology, Behemoths are nothing shy of both an Immovable Object, and Unstoppable Force."
icon = 'icons/mob/mob.dmi'
icon_state = "behemoth"
icon_living = "behemoth"
@@ -208,38 +345,84 @@
melee_damage_lower = 50
melee_damage_upper = 50
attacktext = list("brutally crushed")
friendly = list("pokes") //Anything nice the Behemoth would do would still Kill the Human. Leave it at poke.
speed = 5
environment_smash = 2
attack_sound = 'sound/weapons/heavysmash.ogg'
resistance = 10
icon_scale = 2
var/energy = 0
var/max_energy = 1000
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser)
armor = list(
"melee" = 60,
"bullet" = 60,
"laser" = 60,
"energy" = 30,
"bomb" = 10,
"bio" = 100,
"rad" = 100)
construct_spells = list(/spell/aoe_turf/conjure/forcewall/lesser,
/spell/targeted/fortify,
/spell/targeted/construct_advanced/slam
)
/mob/living/simple_animal/construct/behemoth/bullet_act(var/obj/item/projectile/P)
var/reflectchance = 80 - round(P.damage/3)
if(prob(reflectchance))
visible_message("<span class='danger'>The [P.name] gets reflected by [src]'s shell!</span>", \
"<span class='userdanger'>The [P.name] gets reflected by [src]'s shell!</span>")
// Find a turf near or on the original location to bounce to
if(P.starting)
var/new_x = P.starting.x + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/new_y = P.starting.y + pick(0, 0, -1, 1, -2, 2, -2, 2, -2, 2, -3, 3, -3, 3)
var/turf/curloc = get_turf(src)
// redirect the projectile
P.redirect(new_x, new_y, curloc, src)
P.reflected = 1
return -1 // complete projectile permutation
return (..(P))
////////////////////////Harvester////////////////////////////////
/*
* Master of Spells and Ranged Abilities. Not as fragile as the Wraith, but nowhere near as maneuverable and deadly in melee.
*/
/mob/living/simple_animal/construct/harvester
name = "Harvester"
real_name = "Harvester"
desc = "The promised reward of the livings who follow narsie. Obtained by offering their bodies to the geometer of blood"
construct_type = "harvester"
desc = "A tendril-laden construct piloted by a chained mind."
icon = 'icons/mob/mob.dmi'
icon_state = "harvester"
icon_living = "harvester"
maxHealth = 150
health = 150
melee_damage_lower = 25
melee_damage_lower = 20
melee_damage_upper = 25
attack_sharp = 1
attacktext = list("violently stabbed")
speed = -1
friendly = list("caresses")
speed = 0
environment_smash = 1
see_in_dark = 7
attack_sound = 'sound/weapons/pierce.ogg'
armor = list(
"melee" = 10,
"bullet" = 20,
"laser" = 20,
"energy" = 20,
"bomb" = 20,
"bio" = 100,
"rad" = 100)
construct_spells = list(
/spell/targeted/harvest,
/spell/aoe_turf/knock/harvester,
/spell/targeted/construct_advanced/inversion_beam,
/spell/targeted/construct_advanced/agonizing_sphere,
/spell/rune_write
)
@@ -250,6 +433,9 @@
overlays += eye_glow
set_light(2, -2, l_color = "#FFFFFF")
/mob/living/simple_animal/construct/proc/remove_glow()
overlays.Cut()
////////////////HUD//////////////////////
/mob/living/simple_animal/construct/Life()
@@ -268,71 +454,35 @@
silence_spells(purge)
/mob/living/simple_animal/construct/armoured/Life()
..()
/mob/living/simple_animal/construct/updatehealth() //Special icons.
health = getMaxHealth() - getToxLoss() - getFireLoss() - getBruteLoss()
//Alive, becoming dead
if((stat < DEAD) && (health <= 0))
death()
//Overhealth
if(health > getMaxHealth())
health = getMaxHealth()
//Update our hud if we have one
if(healths)
switch(health)
if(250 to INFINITY) healths.icon_state = "juggernaut_health0"
if(208 to 249) healths.icon_state = "juggernaut_health1"
if(167 to 207) healths.icon_state = "juggernaut_health2"
if(125 to 166) healths.icon_state = "juggernaut_health3"
if(84 to 124) healths.icon_state = "juggernaut_health4"
if(42 to 83) healths.icon_state = "juggernaut_health5"
if(1 to 41) healths.icon_state = "juggernaut_health6"
else healths.icon_state = "juggernaut_health7"
/mob/living/simple_animal/construct/behemoth/Life()
..()
if(healths)
switch(health)
if(750 to INFINITY) healths.icon_state = "juggernaut_health0"
if(625 to 749) healths.icon_state = "juggernaut_health1"
if(500 to 624) healths.icon_state = "juggernaut_health2"
if(375 to 499) healths.icon_state = "juggernaut_health3"
if(250 to 374) healths.icon_state = "juggernaut_health4"
if(125 to 249) healths.icon_state = "juggernaut_health5"
if(1 to 124) healths.icon_state = "juggernaut_health6"
else healths.icon_state = "juggernaut_health7"
/mob/living/simple_animal/construct/builder/Life()
..()
if(healths)
switch(health)
if(50 to INFINITY) healths.icon_state = "artificer_health0"
if(42 to 49) healths.icon_state = "artificer_health1"
if(34 to 41) healths.icon_state = "artificer_health2"
if(26 to 33) healths.icon_state = "artificer_health3"
if(18 to 25) healths.icon_state = "artificer_health4"
if(10 to 17) healths.icon_state = "artificer_health5"
if(1 to 9) healths.icon_state = "artificer_health6"
else healths.icon_state = "artificer_health7"
/mob/living/simple_animal/construct/wraith/Life()
..()
if(healths)
switch(health)
if(75 to INFINITY) healths.icon_state = "wraith_health0"
if(62 to 74) healths.icon_state = "wraith_health1"
if(50 to 61) healths.icon_state = "wraith_health2"
if(37 to 49) healths.icon_state = "wraith_health3"
if(25 to 36) healths.icon_state = "wraith_health4"
if(12 to 24) healths.icon_state = "wraith_health5"
if(1 to 11) healths.icon_state = "wraith_health6"
else healths.icon_state = "wraith_health7"
/mob/living/simple_animal/construct/harvester/Life()
..()
if(healths)
switch(health)
if(150 to INFINITY) healths.icon_state = "harvester_health0"
if(125 to 149) healths.icon_state = "harvester_health1"
if(100 to 124) healths.icon_state = "harvester_health2"
if(75 to 99) healths.icon_state = "harvester_health3"
if(50 to 74) healths.icon_state = "harvester_health4"
if(25 to 49) healths.icon_state = "harvester_health5"
if(1 to 24) healths.icon_state = "harvester_health6"
else healths.icon_state = "harvester_health7"
if(stat != DEAD)
var/heal_per = (health / getMaxHealth()) * 100
switch(heal_per)
if(100 to INFINITY)
healths.icon_state = "[construct_type]_health0"
if(80 to 100)
healths.icon_state = "[construct_type]_health1"
if(60 to 80)
healths.icon_state = "[construct_type]_health2"
if(40 to 60)
healths.icon_state = "[construct_type]_health3"
if(20 to 40)
healths.icon_state = "[construct_type]_health4"
if(0 to 20)
healths.icon_state = "[construct_type]_health5"
else
healths.icon_state = "[construct_type]_health6"
else
healths.icon_state = "[construct_type]_health7"
@@ -11,6 +11,7 @@
slot_flags = SLOT_BELT
origin_tech = list(TECH_BLUESPACE = 4, TECH_MATERIAL = 4)
var/imprinted = "empty"
var/possible_constructs = list("Juggernaut","Wraith","Artificer","Harvester")
//////////////////////////////Capturing////////////////////////////////////////////////////////
@@ -145,9 +146,9 @@
src.icon_state = "soulstone2"
src.name = "Soul Stone: [S.real_name]"
S << "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs."
U << "<span class='notice'>Capture successful!</span> : [T.real_name]'s soul has been ripped from their body and stored within the soul stone."
U << "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls."
to_chat(S, "Your soul has been captured! You are now bound to [U.name]'s will, help them suceed in their goals at all costs.")
to_chat(U, "<span class='notice'>Capture successful!</span> : [T.real_name]'s soul has been ripped from their body and stored within the soul stone.")
to_chat(U, "The soulstone has been imprinted with [S.real_name]'s mind, it will no longer react to other souls.")
src.imprinted = "[S.name]"
qdel(T)
@@ -155,13 +156,13 @@
if(!istype(T))
return;
if (T.stat == DEAD)
U << "<span class='danger'>Capture failed!</span>: The shade has already been banished!"
to_chat(U, "<span class='danger'>Capture failed!</span>: The shade has already been banished!")
return
if(src.contents.len)
U << "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room."
to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone is full! Use or free an existing soul to make room.")
return
if(T.name != src.imprinted)
U << "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [src.imprinted]'s mind!"
to_chat(U, "<span class='danger'>Capture failed!</span>: The soul stone has already been imprinted with [src.imprinted]'s mind!")
return
T.forceMove(src) //put shade in stone
@@ -170,14 +171,15 @@
T.health = T.getMaxHealth()
src.icon_state = "soulstone2"
T << "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form"
U << "<span class='notice'>Capture successful!</span> : [T.name]'s has been recaptured and stored within the soul stone."
to_chat(T, "Your soul has been recaptured by the soul stone, its arcane energies are reknitting your ethereal form")
to_chat(U, "<span class='notice'>Capture successful!</span> : [T.name]'s has been recaptured and stored within the soul stone.")
/obj/item/device/soulstone/proc/transfer_construct(var/obj/structure/constructshell/T,var/mob/U)
var/mob/living/simple_animal/shade/A = locate() in src
if(!A)
U << "<span class='danger'>Capture failed!</span>: The soul stone is empty! Go kill someone!"
to_chat(U,"<span class='danger'>Capture failed!</span>: The soul stone is empty! Go kill someone!")
return;
var/construct_class = alert(U, "Please choose which type of construct you wish to create.",,"Juggernaut","Wraith","Artificer")
var/construct_class = input(U, "Please choose which type of construct you wish to create.") as null|anything in possible_constructs
switch(construct_class)
if("Juggernaut")
var/mob/living/simple_animal/construct/armoured/Z = new /mob/living/simple_animal/construct/armoured (get_turf(T.loc))
@@ -185,8 +187,8 @@
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
Z << "<B>You are playing a Juggernaut. Though slow, you can withstand extreme punishment, and rip apart enemies and walls alike.</B>"
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
to_chat(Z,"<B>You are playing a Juggernaut. Though slow, you can withstand extreme punishment, and rip apart enemies and walls alike.</B>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
if("Wraith")
@@ -195,8 +197,8 @@
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
Z << "<B>You are playing a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</B>"
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
to_chat(Z,"<B>You are playing a Wraith. Though relatively fragile, you are fast, deadly, and even able to phase through walls.</B>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
if("Artificer")
@@ -205,10 +207,31 @@
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
Z << "<B>You are playing an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, repair allied constructs (by clicking on them), and even create new constructs</B>"
Z << "<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>"
to_chat(Z,"<B>You are playing an Artificer. You are incredibly weak and fragile, but you are able to construct fortifications, repair allied constructs (by clicking on them), and even create new constructs</B>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
if("Harvester")
var/mob/living/simple_animal/construct/harvester/Z = new /mob/living/simple_animal/construct/harvester (get_turf(T.loc))
Z.key = A.key
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
to_chat(Z,"<B>You are playing a Harvester. You are relatively weak, but your physical frailty is made up for by your ranged abilities.</B>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
if("Behemoth")
var/mob/living/simple_animal/construct/behemoth/Z = new /mob/living/simple_animal/construct/behemoth (get_turf(T.loc))
Z.key = A.key
if(iscultist(U))
cult.add_antagonist(Z.mind)
qdel(T)
to_chat(Z,"<B>You are playing a Behemoth. You are incredibly slow, though your slowness is made up for by the fact your shell is far larger than any of your bretheren. You are the Unstoppable Force, and Immovable Object.</B>")
to_chat(Z,"<B>You are still bound to serve your creator, follow their orders and help them complete their goals at all costs.</B>")
Z.cancel_camera()
qdel(src)
/obj/item/device/soulstone/proc/transfer_soul(var/choice as text, var/target, var/mob/U as mob)
switch(choice)
if("VICTIM")
@@ -20,6 +20,8 @@
var/show_stat_health = 1 // Does the percentage health show in the stat panel for the mob
var/ai_inactive = 0 // Set to 1 to turn off most AI actions
var/has_hands = 0 // Set to 1 to enable the use of hands and the hands hud
var/humanoid_hands = 0 // Can a player in this mob use things like guns or AI cards?
var/hand_form = "hands" // Used in IsHumanoidToolUser. 'Your X are not fit-'.
var/list/hud_gears // Slots to show on the hud (typically none)
var/ui_icons // Icon file path to use for the HUD, otherwise generic icons are used
var/r_hand_sprite // If they have hands,
@@ -139,6 +141,7 @@
var/astar_adjacent_proc = /turf/proc/CardinalTurfsWithAccess // Proc to use when A* pathfinding. Default makes them bound to cardinals.
//Damage resistances
var/shock_resistance = 0 // Siemens modifier, directly subtracted from 1. Value of 0.4 means 0.6 siemens on shocks.
var/resistance = 0 // Damage reduction for all types
var/list/armor = list( // Values for normal getarmor() checks
"melee" = 0,
@@ -753,6 +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
@@ -812,6 +816,9 @@
return verb
/mob/living/simple_animal/put_in_hands(var/obj/item/W) // No hands.
if(has_hands)
put_in_active_hand(W)
return 1
W.forceMove(get_turf(src))
return 1
@@ -1292,7 +1299,7 @@
// This is the actual act of 'punching'. Override for special behaviour.
/mob/living/simple_animal/proc/DoPunch(var/atom/A)
if(!Adjacent(A)) // They could've moved in the meantime.
if(!Adjacent(A) && !istype(A, /obj/structure/window) && !istype(A, /obj/machinery/door/window)) // They could've moved in the meantime. But a Window probably wouldn't have. This allows player simple-mobs to attack windows.
return FALSE
var/damage_to_do = rand(melee_damage_lower, melee_damage_upper)
@@ -1527,7 +1534,7 @@
//Touches a wire, etc
/mob/living/simple_animal/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0, var/def_zone = null)
shock_damage *= siemens_coeff
shock_damage *= max(siemens_coeff - shock_resistance, 0)
if (shock_damage < 1)
return 0
@@ -1593,11 +1600,11 @@
hud_used.l_hand_hud_object.icon_state = "l_hand_inactive"
hud_used.r_hand_hud_object.icon_state = "r_hand_active"
return
/*
/mob/living/simple_animal/put_in_active_hand(var/obj/item/I)
if(!has_hands || !istype(I))
return
*/
//Puts the item into our active hand if possible. returns 1 on success.
/mob/living/simple_animal/put_in_active_hand(var/obj/item/W)
if(!has_hands)
@@ -1706,6 +1713,23 @@
/mob/living/simple_animal/IsAdvancedToolUser()
return has_hands
/mob/living/simple_animal/proc/IsHumanoidToolUser(var/atom/tool)
if(!humanoid_hands)
var/display_name = null
if(tool)
display_name = tool
else
display_name = "object"
to_chat(src, "<span class='danger'>Your [hand_form] are not fit for use of \the [display_name].</span>")
return humanoid_hands
/mob/living/simple_animal/drop_from_inventory(var/obj/item/W, var/atom/target = null)
. = ..(W, target)
if(!target)
target = src.loc
if(.)
W.forceMove(src.loc)
//Commands, reactions, etc
/mob/living/simple_animal/hear_say(var/message, var/verb = "says", var/datum/language/language = null, var/alt_name = "", var/italics = 0, var/mob/speaker = null, var/sound/speech_sound, var/sound_vol)
..()
@@ -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.")
@@ -50,7 +50,7 @@
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..."
@@ -65,6 +65,9 @@
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.")
@@ -1,6 +1,6 @@
/mob/living/simple_animal/shadekin //Spawning the prototype spawns a random one, see initialize()
name = "shadekin"
desc = "Some sort of fluffer. Big ears, long tail. "
desc = "Some sort of fluffer. Big ears, long tail."
icon = 'icons/mob/vore_shadekin.dmi'
icon_state = "map_example"
icon_living = "map_example"
@@ -62,7 +62,7 @@
vore_bump_chance = 0 //They follow people, this would be DENGEROUS
var/eye_state = RED_EYES //Eye color/energy gain/loss mode
var/eye_icon_state = "e_red" //Default, changed in init
var/eye_icon_state = null //Default, changed in init
var/eye_desc //Eye color description added to examine
var/mob/living/carbon/human/henlo_human //Human we're stalking currently
@@ -72,9 +72,7 @@
var/shy_approach = FALSE //Do we creep up slowly on humans to boop them
//Icon handling
var/image/tailimage //Cached tail icon
var/image/eyeimage //Cached eye icon
var/prev_fullness = null //Used to avoid needless icon changes when we don't need them
var/image/tailimage //Cached tail image
//Darknesssss
var/energy = 100 //For abilities
@@ -108,8 +106,27 @@
icon_living = icon_state
switch(eye_state)
if(BLUE_EYES)
eye_icon_state = "e_blue"
if(RED_EYES)
eye_icon_state = "e_red"
if(PURPLE_EYES)
eye_icon_state = "e_purple"
if(YELLOW_EYES)
eye_icon_state = "e_yellow"
if(GREEN_EYES)
eye_icon_state = "e_green"
if(ORANGE_EYES)
eye_icon_state = "e_orange"
else
eye_icon_state = "e_red"
tailimage = image('icons/mob/vore_shadekin64.dmi',null,icon_state)
tailimage.pixel_x = -16
if(eye_desc)
desc += "This one has [eye_desc]!"
desc += " This one has [eye_desc]!"
var/list/ability_types = subtypesof(/obj/effect/shadekin_ability)
shadekin_abilities = list()
@@ -191,33 +208,13 @@
/mob/living/simple_animal/shadekin/update_icon()
. = ..()
cut_overlay(tailimage)
if(!tailimage || prev_fullness != vore_fullness)
prev_fullness = vore_fullness
tailimage = image('icons/mob/vore_shadekin64.dmi',null,icon_state)
tailimage.pixel_x = -16
tailimage.icon_state = icon_state
if(!eyeimage || !eye_icon_state)
switch(eye_state)
if(BLUE_EYES)
eye_icon_state = "e_blue"
if(RED_EYES)
eye_icon_state = "e_red"
if(PURPLE_EYES)
eye_icon_state = "e_purple"
if(YELLOW_EYES)
eye_icon_state = "e_yellow"
if(GREEN_EYES)
eye_icon_state = "e_green"
if(ORANGE_EYES)
eye_icon_state = "e_orange"
eyeimage = image(icon,null,eye_icon_state)
var/mutable_appearance/ma = new(src)
ma.overlays += tailimage
ma.overlays += eyeimage
appearance = ma
add_overlay(tailimage)
add_overlay(eye_icon_state)
/mob/living/simple_animal/shadekin/Stat()
. = ..()
+1 -1
View File
@@ -288,7 +288,7 @@
tickcomp = ((1/(world.tick_lag))*1.3) - 1.3
move_delay = move_delay + tickcomp
if(istype(mob.buckled, /obj/vehicle))
if(istype(mob.buckled))// VOREStation Removal - , /obj/vehicle))
//manually set move_delay for vehicles so we don't inherit any mob movement penalties
//specific vehicle move delays are set in code\modules\vehicles\vehicle.dm
move_delay = world.time + tickcomp
@@ -209,6 +209,13 @@
icon_state = "hair_messy"
species_allowed = list(SPECIES_TAJ, SPECIES_XENOCHIMERA, SPECIES_PROTEAN)
teshari_fluffymohawk
name = "Teshari Fluffy Mohawk"
icon = 'icons/mob/human_face_vr.dmi'
icon_add = 'icons/mob/human_face_vr_add.dmi'
icon_state = "teshari_fluffymohawk"
species_allowed = list(SPECIES_TESHARI)
//Teshari things
teshari
icon_add = 'icons/mob/human_face_vr_add.dmi'
@@ -909,3 +916,51 @@
icon_state = "catwomanleft"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_LEG)
teshi_fluff
name = "Teshari underfluff"
icon_state = "teshi_fluff"
color_blend_mode = ICON_MULTIPLY
body_parts = list(BP_L_FOOT,BP_R_FOOT,BP_GROIN,BP_TORSO,BP_HEAD)
teshi_small_feathers
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)
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)
+9
View File
@@ -86,6 +86,9 @@
/mob/living/carbon/human/can_overcome_gravity()
return species && species.can_overcome_gravity(src)
/mob/living/simple_animal/construct/can_overcome_gravity()
return 1 //They care not for standard physics.
/mob/observer/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
@@ -116,6 +119,9 @@
/mob/observer/can_ztravel()
return 1
/mob/living/simple_animal/construct/can_ztravel()
return 1
/mob/living/carbon/human/can_ztravel()
if(incapacitated())
return 0
@@ -263,6 +269,9 @@
/mob/living/simple_animal/hostile/carp/can_fall() // So can carp apparently.
return FALSE
/mob/living/simple_animal/construct/can_fall() //As do Constructs.
return FALSE
// Check if this atom prevents things standing on it from falling. Return TRUE to allow the fall.
/obj/proc/CanFallThru(atom/movable/mover as mob|obj, turf/target as turf)
if(!isturf(mover.loc)) // VORESTATION EDIT. We clearly didn't have enough backup checks.
+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) //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
@@ -165,6 +165,7 @@
"You undo the external reinforcing bolts.", \
"You hear a ratchet.")
src.anchored = 0
disconnect_from_network()
if(2)
user << "<span class='warning'>\The [src] needs to be unwelded from the floor.</span>"
return
+22 -1
View File
@@ -267,4 +267,25 @@
icon_state = "impact_darkb"
light_range = 2
light_power = 0.5
light_color = "#8837A3"
light_color = "#8837A3"
//----------------------------
// Inversion / Cult
//----------------------------
/obj/effect/projectile/inversion/tracer
icon_state = "invert"
light_range = 2
light_power = -2
light_color = "#FFFFFF"
/obj/effect/projectile/inversion/muzzle
icon_state = "muzzle_invert"
light_range = 2
light_power = -2
light_color = "#FFFFFF"
/obj/effect/projectile/inversion/impact
icon_state = "impact_invert"
light_range = 2
light_power = -2
light_color = "#FFFFFF"
+5 -1
View File
@@ -172,6 +172,10 @@
return 0
if(!user.IsAdvancedToolUser())
return 0
if(isanimal(user))
var/mob/living/simple_animal/S = user
if(!S.IsHumanoidToolUser(src))
return 0
var/mob/living/M = user
if(dna_lock && attached_lock.stored_dna)
@@ -744,7 +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
@@ -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
@@ -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)
@@ -34,7 +34,7 @@
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()
+11 -15
View File
@@ -23,8 +23,8 @@
id = "round_end_belt"
// create a conveyor
/obj/machinery/conveyor/New(loc, newdir, on = 0)
..(loc)
/obj/machinery/conveyor/initialize(mapload, newdir, on = 0)
. = ..()
if(newdir)
set_dir(newdir)
@@ -105,7 +105,7 @@
id = input
for(var/obj/machinery/conveyor_switch/C in world)
if(C.id == id)
C.conveyors += src
C.conveyors |= src
return
user.drop_item(get_turf(src))
@@ -158,12 +158,6 @@
if(C)
C.set_operable(stepdir, id, op)
/*
/obj/machinery/conveyor/verb/destroy()
set src in view()
src.broken()
*/
/obj/machinery/conveyor/power_change()
..()
update()
@@ -189,15 +183,16 @@
/obj/machinery/conveyor_switch/New()
/obj/machinery/conveyor_switch/initialize()
..()
update()
return INITIALIZE_HINT_LATELOAD
spawn(5) // allow map load
conveyors = list()
for(var/obj/machinery/conveyor/C in world)
if(C.id == id)
conveyors += C
/obj/machinery/conveyor_switch/LateInitialize()
conveyors = list()
for(var/obj/machinery/conveyor/C in world)
if(C.id == id)
conveyors += C
// update the icon depending on the position
@@ -273,6 +268,7 @@
usr << "No input found please hang up and try your call again."
return
id = input
conveyors = list() // Clear list so they aren't double added.
for(var/obj/machinery/conveyor/C in world)
if(C.id == id)
conveyors += C
+7
View File
@@ -173,6 +173,13 @@
build_path = /obj/item/weapon/circuitboard/bomb_tester
sort_string = "HABAG"
/datum/design/circuit/quantum_pad
name = "Quantum Pad"
id = "quantum_pad"
req_tech = list(TECH_ENGINEERING = 4, TECH_POWER = 4, TECH_BLUESPACE = 4)
build_path = /obj/item/weapon/circuitboard/quantumpad
sort_string = "HABAH"
////// RIGSuit Stuff
/*
/datum/design/item/rig
@@ -1,5 +1,9 @@
//////////////////////////////Construct Spells/////////////////////////
/*
* This has been moved to game/gamemodes/cult/construct_spells.dm. This is here for posterity.
*/
/*
/spell/aoe_turf/conjure/construct
name = "Artificer"
desc = "This spell conjures a construct which may be controlled by Shades"
@@ -110,6 +114,44 @@
continue
return
/spell/aoe_turf/conjure/door
name = "Stone Door"
desc = "This spell conjures a massive stone door."
charge_max = 100
spell_flags = CONSTRUCT_CHECK
invocation = "none"
invocation_type = SpI_NONE
range = 0
hud_state = "const_rune"
/spell/aoe_turf/conjure/door/cast(list/targets)
..()
var/turf/spawn_place = pick(targets)
if(spawn_place)
new /obj/structure/simple_door/cult(spawn_place)
return
/spell/aoe_turf/conjure/grille
name = "Arcane Grille"
desc = "This spell conjures an airtight grille."
charge_max = 100
spell_flags = CONSTRUCT_CHECK
invocation = "none"
invocation_type = SpI_NONE
range = 0
hud_state = "const_rune"
/spell/aoe_turf/conjure/grille/cast(list/targets)
..()
var/turf/spawn_place = pick(targets)
if(spawn_place)
new /obj/structure/grille/cult(spawn_place)
return
/spell/aoe_turf/conjure/forcewall/lesser
name = "Shield"
desc = "Allows you to pull up a shield to protect yourself and allies from incoming threats"
@@ -135,3 +177,4 @@
/obj/effect/forcefield/cult/cultify()
return
*/
+3 -2
View File
@@ -22,7 +22,7 @@
door.open()
return
/* Moved to game/gamemodes/cult/construct_spells.dm.
//Construct version
/spell/aoe_turf/knock/harvester
name = "Disintegrate Doors"
@@ -41,4 +41,5 @@
for(var/turf/T in targets)
for(var/obj/machinery/door/door in T.contents)
spawn door.cultify()
return
return
*/
+5 -1
View File
@@ -1,5 +1,8 @@
//////////////////////////////Construct Spells/////////////////////////
/*
* Moved to game/gamemodes/cult/construct_spells.dm. Here for posterity.
*/
/*
proc/findNullRod(var/atom/target)
if(istype(target,/obj/item/weapon/nullrod))
return 1
@@ -8,3 +11,4 @@ proc/findNullRod(var/atom/target)
if(findNullRod(A))
return 1
return 0
*/
+8
View File
@@ -1,3 +1,10 @@
/*
* Here for posterity. Moved to game/gamemodes/cult/construct_spells.dm, though it has been disabled there.
*/
/*
/spell/targeted/harvest
name = "Harvest"
desc = "Back to where I come from, and you're coming with me."
@@ -34,3 +41,4 @@
user << "<span class='sinister'>You warp back to Nar-Sie[prey ? " along with your prey":""].</span>"
else
user << "<span class='danger'>...something's wrong!</span>"//There shouldn't be an instance of Harvesters when Nar-Sie isn't in the world.
*/
+7 -1
View File
@@ -1,3 +1,8 @@
/*
* This has been moved to game/gamemodes/cult/construct_spells.dm. This is here for posterity.
*/
/*
/spell/targeted/ethereal_jaunt/shift
name = "Phase Shift"
desc = "This spell allows you to pass through walls"
@@ -21,4 +26,5 @@
flick("phase_shift2",animation)
/spell/targeted/ethereal_jaunt/shift/jaunt_steam(var/mobloc)
return
return
*/
+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()
+15
View File
@@ -176,6 +176,21 @@ var/list/table_icon_cache = list()
visible_message("<span class='danger'>\The [user] tears apart \the [src]!</span>")
src.break_to_parts()
/obj/structure/table/attack_generic(mob/user as mob, var/damage)
if(damage >= 10)
if(reinforced && prob(70))
visible_message("<span class='danger'>\The [user] smashes against \the [src]!</span>")
take_damage(damage/2)
user.do_attack_animation(src)
..()
else
visible_message("<span class='danger'>\The [user] tears apart \the [src]!</span>")
src.break_to_parts()
user.do_attack_animation(src)
return 1
visible_message("<span class='notice'>\The [user] scratches at \the [src]!</span>")
return ..()
/obj/structure/table/MouseDrop_T(obj/item/stack/material/what)
if(can_reinforce && isliving(usr) && (!usr.stat) && istype(what) && usr.get_active_hand() == what && Adjacent(usr))
reinforce_table(what, usr)
+20 -1
View File
@@ -20,6 +20,18 @@
/obj/item/stack/cable_coil = 5,
/obj/item/weapon/stock_parts/console_screen = 1)
// Bamfpads! Ported from /tg/
/obj/item/weapon/circuitboard/quantumpad
name = T_BOARD("quantum pad")
board_type = new /datum/frame/frame_types/machine
build_path = /obj/machinery/power/quantumpad
origin_tech = list(TECH_ENGINEERING = 4, TECH_POWER = 4, TECH_BLUESPACE = 4)
req_components = list(
/obj/item/weapon/ore/bluespace_crystal = 1,
/obj/item/weapon/stock_parts/capacitor = 1,
/obj/item/weapon/stock_parts/manipulator = 1,
/obj/item/stack/cable_coil = 5)
// The Designs
/datum/design/circuit/telesci_console
@@ -44,10 +56,17 @@
build_path = /obj/item/device/gps/advanced
sort_string = "HAAEB"
/datum/design/circuit/quantum_pad
name = "Quantum Pad"
id = "quantum_pad"
req_tech = list(TECH_DATA = 4, TECH_ENGINEERING = 4, TECH_PHORON = 4, TECH_BLUESPACE = 5)
build_path = /obj/item/weapon/circuitboard/quantumpad
sort_string = "HAAC"
/datum/design/item/bluespace_crystal
name = "Artificial Bluespace Crystal"
id = "bluespace_crystal"
req_tech = list(TECH_BLUESPACE = 3, TECH_PHORON = 4)
materials = list("diamond" = 1500, "phoron" = 1500)
build_path = /obj/item/weapon/ore/bluespace_crystal/artificial
sort_string = "HAAEC"
sort_string = "HAAED"
+189
View File
@@ -0,0 +1,189 @@
/obj/machinery/power/quantumpad
name = "quantum pad"
desc = "A bluespace quantum-linked telepad used for teleporting objects to other quantum pads."
icon = 'icons/obj/telescience.dmi'
icon_state = "qpad-idle"
anchored = TRUE
use_power = 1
idle_power_usage = 200
active_power_usage = 5000
circuit = /obj/item/weapon/circuitboard/quantumpad
var/teleport_cooldown = 400 //30 seconds base due to base parts
var/teleport_speed = 50
var/last_teleport //to handle the cooldown
var/teleporting = 0 //if it's in the process of teleporting
var/power_efficiency = 1
var/obj/machinery/power/quantumpad/linked_pad
//mapping
var/static/list/mapped_quantum_pads = list()
var/map_pad_id = "" as text //what's my name
var/map_pad_link_id = "" as text //who's my friend
/obj/machinery/power/quantumpad/initialize()
. = ..()
default_apply_parts()
connect_to_network()
if(map_pad_id)
mapped_quantum_pads[map_pad_id] = src
/obj/machinery/power/quantumpad/Destroy()
mapped_quantum_pads -= map_pad_id
return ..()
/obj/machinery/power/quantumpad/RefreshParts()
var/E = 0
for(var/obj/item/weapon/stock_parts/manipulator/M in component_parts)
E += M.rating
power_efficiency = E
E = 0
for(var/obj/item/weapon/stock_parts/capacitor/C in component_parts)
E += C.rating
teleport_speed = initial(teleport_speed)
teleport_speed -= (E*10)
teleport_cooldown = initial(teleport_cooldown)
teleport_cooldown -= (E * 100)
/obj/machinery/power/quantumpad/attackby(obj/item/I, mob/user, params)
if(default_deconstruction_screwdriver(user, I))
return
if(istype(I, /obj/item/device/multitool))
if(panel_open)
var/obj/item/device/multitool/M = I
M.buffer = src
to_chat(user, "<span class='notice'>You save the data in [I]'s buffer.</span>")
return 1
else
var/obj/item/device/multitool/M = I
if(istype(M.buffer, /obj/machinery/power/quantumpad))
linked_pad = M.buffer
to_chat(user, "<span class='notice'>You link [src] to the one in [I]'s buffer.</span>")
return 1
if(default_part_replacement(user, I))
return
if(default_deconstruction_crowbar(user, I))
return
return ..()
/obj/machinery/power/quantumpad/update_icon()
. = ..()
if(inoperable() || panel_open)
icon_state = "pad-idle-o"
else
icon_state = initial(icon_state)
/obj/machinery/power/quantumpad/attack_hand(mob/user)
. = ..()
if(.)
return
if(panel_open)
to_chat(user, "<span class='warning'>The panel must be closed before operating this machine!</span>")
return
if(istype(get_area(src), /area/shuttle))
to_chat(user, "<span class='warning'>This is too unstable a platform for \the [src] to operate on!</span>")
return
if(!powernet)
to_chat(user, "<span class='warning'>[src] is not attached to a powernet!</span>")
return
if(!linked_pad || QDELETED(linked_pad))
if(!map_pad_link_id || !initMappedLink())
to_chat(user, "<span class='warning'>There is no linked pad!</span>")
return
if(world.time < last_teleport + teleport_cooldown)
to_chat(user, "<span class='warning'>[src] is recharging power. Please wait [round((last_teleport + teleport_cooldown - world.time)/10)] seconds.</span>")
return
if(teleporting)
to_chat(user, "<span class='warning'>[src] is charging up. Please wait.</span>")
return
if(linked_pad.teleporting)
to_chat(user, "<span class='warning'>Linked pad is busy. Please wait.</span>")
return
if(linked_pad.inoperable())
to_chat(user, "<span class='warning'>Linked pad is not responding to ping.</span>")
return
src.add_fingerprint(user)
doteleport(user)
/obj/machinery/power/quantumpad/proc/sparks()
var/datum/effect/effect/system/spark_spread/sparks = new /datum/effect/effect/system/spark_spread()
sparks.set_up(5, 1, get_turf(src))
sparks.start()
/obj/machinery/power/quantumpad/attack_ghost(mob/observer/dead/ghost)
. = ..()
if(.)
return
if(!linked_pad && map_pad_link_id)
initMappedLink()
if(linked_pad && !QDELETED(linked_pad))
ghost.forceMove(get_turf(linked_pad))
/obj/machinery/power/quantumpad/proc/doteleport(mob/user)
if(!linked_pad)
return
playsound(get_turf(src), 'sound/weapons/flash.ogg', 25, 1)
teleporting = 1
spawn(teleport_speed)
if(!src || QDELETED(src))
teleporting = 0
return
if(inoperable())
to_chat(user, "<span class='warning'>[src] is nonfunctional!</span>")
teleporting = 0
return
if(!linked_pad || QDELETED(linked_pad) || linked_pad.inoperable())
to_chat(user, "<span class='warning'>Linked pad is not responding to ping. Teleport aborted.</span>")
teleporting = 0
return
teleporting = 0
last_teleport = world.time
// use a lot of power
var/power_to_use = 10000 / power_efficiency
if(draw_power(power_to_use) != power_to_use)
to_chat(user, "<span class='warning'>Power is not sufficient to complete a teleport. Teleport aborted.</span>")
return
sparks()
linked_pad.sparks()
flick("qpad-beam", src)
playsound(get_turf(src), 'sound/weapons/emitter2.ogg', 25, 1, extrarange = 3, falloff = 5)
flick("qpad-beam", linked_pad)
playsound(get_turf(linked_pad), 'sound/weapons/emitter2.ogg', 25, 1, extrarange = 3, falloff = 5)
for(var/atom/movable/ROI in get_turf(src))
// if is anchored, don't let through
if(ROI.anchored)
if(isliving(ROI))
var/mob/living/L = ROI
if(L.buckled)
// TP people on office chairs
if(L.buckled.anchored)
continue
else
continue
else if(!isobserver(ROI))
continue
do_teleport(ROI, get_turf(linked_pad), local = FALSE)
/obj/machinery/power/quantumpad/proc/initMappedLink()
. = FALSE
var/obj/machinery/power/quantumpad/link = mapped_quantum_pads[map_pad_link_id]
if(link)
linked_pad = link
. = TRUE
+2 -5
View File
@@ -22,17 +22,13 @@
// Based on the distance used
var/teleport_cooldown = 0
var/teleporting = 0
var/starting_crystals = 2
var/starting_crystals = 0
var/max_crystals = 4
// Used to adjust OP-ness: (4 crystals * 6 efficiency * 12.5 coefficient) = 300 range.
var/powerCoefficient = 12.5
var/list/crystals = list()
var/obj/item/device/gps/inserted_gps
/obj/machinery/computer/telescience/New()
..()
recalibrate()
/obj/machinery/computer/telescience/Destroy()
eject()
if(inserted_gps)
@@ -46,6 +42,7 @@
/obj/machinery/computer/telescience/initialize()
. = ..()
recalibrate()
for(var/i = 1; i <= starting_crystals; i++)
crystals += new /obj/item/weapon/ore/bluespace_crystal/artificial(src) // starting crystals
+1 -1
View File
@@ -40,7 +40,7 @@
var/load_offset_y = 0 //pixel_y offset for item overlay
var/mob_offset_y = 0 //pixel_y offset for mob overlay
var/datum/riding/riding_datum = null
//var/datum/riding/riding_datum = null //VOREStation Edit - Moved to movables.
//-------------------------------------------
// Standard procs
@@ -0,0 +1,427 @@
/datum/riding/taur
keytype = /obj/item/weapon/material/twohanded/fluff/riding_crop // Crack!
nonhuman_key_exemption = FALSE // If true, nonhumans who can't hold keys don't need them, like borgs and simplemobs.
key_name = "a riding crop" // What the 'keys' for the thing being rided on would be called.
only_one_driver = TRUE // If true, only the person in 'front' (first on list of riding mobs) can drive.
/datum/riding/taur/handle_vehicle_layer()
if(ridden.has_buckled_mobs())
if(ridden.dir != NORTH)
ridden.layer = ABOVE_MOB_LAYER
else
ridden.layer = initial(ridden.layer)
else
ridden.layer = initial(ridden.layer)
/datum/riding/taur/ride_check(mob/living/M)
var/mob/living/L = ridden
if(L.stat)
force_dismount(M)
return FALSE
return TRUE
/datum/riding/taur/force_dismount(mob/M)
. =..()
ridden.visible_message("<span class='notice'>[M] stops riding [ridden]!</span>")
//Hoooo boy.
/datum/riding/taur/get_offsets(pass_index) // list(dir = x, y, layer)
var/mob/living/L = ridden
var/scale = L.size_multiplier
var/list/values = list(
"[NORTH]" = list(0, 8*scale, ABOVE_MOB_LAYER),
"[SOUTH]" = list(0, 8*scale, BELOW_MOB_LAYER),
"[EAST]" = list(-10*scale, 8*scale, BELOW_MOB_LAYER),
"[WEST]" = list(10*scale, 8*scale, BELOW_MOB_LAYER))
return values
//Human overrides for taur riding
/mob/living/carbon/human
max_buckled_mobs = 1 //Yeehaw
can_buckle = TRUE
buckle_movable = TRUE
buckle_lying = FALSE
/mob/living/carbon/human/New()
..()
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)
return FALSE
if(!ishuman(M))
return FALSE
if(M.size_multiplier > size_multiplier)
to_chat(M,"<span class='warning'>This isn't a pony show! They need to be bigger to ride.</span>")
return FALSE
var/mob/living/carbon/human/H = M
if(isTaurTail(H.tail_style))
to_chat(H,"<span class='warning'>Too many legs. TOO MANY LEGS!!</span>")
return FALSE
. = ..()
if(.)
buckled_mobs[M] = "riding"
/mob/living/carbon/human/MouseDrop_T(mob/living/M, mob/living/user)
if(can_buckle && istype(M))
if(user_buckle_mob(M, user, silent = TRUE))
visible_message("<span class='notice'>[M] starts riding [name]!</span>")
return TRUE
/mob/living/carbon/human/attack_hand(mob/user as mob)
if(LAZYLEN(buckled_mobs))
//We're getting off!
if(user in buckled_mobs)
riding_datum.force_dismount(user)
//We're kicking everyone off!
if(user == src)
for(var/rider in buckled_mobs)
riding_datum.force_dismount(rider)
else
. = ..()
/*
////////////////////////////
/ =--------------------= /
/ == Taur Definitions == /
/ =--------------------= /
////////////////////////////
*/
// Taur sprites are now a subtype of tail since they are mutually exclusive anyway.
/datum/sprite_accessory/tail/taur
name = "You should not see this..."
icon = 'icons/mob/vore/taurs_vr.dmi'
do_colouration = 1 // Yes color, using tail color
color_blend_mode = ICON_MULTIPLY // The sprites for taurs are designed for ICON_MULTIPLY
//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!
//Messages to owner when stepping on/over
var/msg_owner_help_walk = "You carefully step over %prey."
var/msg_owner_help_run = "You carefully step over %prey."
var/msg_owner_harm_walk = "You methodically place your foot down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
var/msg_owner_harm_run = "You carelessly step down onto %prey, crushing them!"
var/msg_owner_disarm_walk = "You firmly push your foot down on %prey, painfully but harmlessly pinning them to the ground!"
var/msg_owner_disarm_run = "You quickly push %prey to the ground with your foot!"
var/msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
var/msg_owner_grab_success = "You pin %prey down onto the floor with your foot and curl your toes up around their body, trapping them inbetween them!"
//Messages to prey when stepping on/over
var/msg_prey_help_walk = "%owner steps over you carefully!"
var/msg_prey_help_run = "%owner steps over you carefully!"
var/msg_prey_harm_walk = "%owner methodically places their foot upon your body, slowly applying pressure, crushing you against the floor below!"
var/msg_prey_harm_run = "%owner steps carelessly on your body, crushing you!"
var/msg_prey_disarm_walk = "%owner firmly pushes their foot down on you, quite painfully but harmlessly pinning you to the ground!"
var/msg_prey_disarm_run = "%owner pushes you down to the ground with their foot!"
var/msg_prey_grab_fail = "%owner steps down and squishes you with their foot, forcing you down to the ground!"
var/msg_prey_grab_success = "%owner pins you down to the floor with their foot and curls their toes up around your body, trapping you inbetween them!"
//Messages for smalls moving under larges
var/msg_owner_stepunder = "%owner runs between your legs." //Weird becuase in the case this is used, %owner is the 'bumper' (src)
var/msg_prey_stepunder = "You run between %prey's legs." //Same, inverse
/datum/sprite_accessory/tail/taur/roiz_long_lizard // Not ACTUALLY a taur, but it uses 32x64 so it wouldn't fit in tails.dmi, and having it as a tail bugs up the sprite.
name = "Long Lizard Tail (Roiz Lizden)"
icon_state = "roiz_tail_s"
do_colouration = 0
ckeys_allowed = list("spoopylizz")
/datum/sprite_accessory/tail/taur/wolf
name = "Wolf (Taur)"
icon_state = "wolf_s"
/datum/sprite_accessory/tail/taur/wolf/wolf_2c
name = "Wolf dual-color (Taur)"
icon_state = "wolf_s"
extra_overlay = "wolf_markings"
/datum/sprite_accessory/tail/taur/wolf/synthwolf
name = "SynthWolf dual-color (Taur)"
icon_state = "synthwolf_s"
extra_overlay = "synthwolf_markings"
/datum/sprite_accessory/tail/taur/naga
name = "Naga (Taur)"
icon_state = "naga_s"
msg_owner_help_walk = "You carefully slither around %prey."
msg_prey_help_walk = "%owner's huge tail slithers past beside you!"
msg_owner_help_run = "You carefully slither around %prey."
msg_prey_help_run = "%owner's huge tail slithers past beside you!"
msg_owner_disarm_run = "Your tail slides over %prey, pushing them down to the ground!"
msg_prey_disarm_run = "%owner's tail slides over you, forcing you down to the ground!"
msg_owner_disarm_walk = "You push down on %prey with your tail, pinning them down under you!"
msg_prey_disarm_walk = "%owner pushes down on you with their tail, pinning you down below them!"
msg_owner_harm_run = "Your heavy tail carelessly slides past %prey, crushing them!"
msg_prey_harm_run = "%owner quickly goes over your body, carelessly crushing you with their heavy tail!"
msg_owner_harm_walk = "Your heavy tail slowly and methodically slides down upon %prey, crushing against the floor below!"
msg_prey_harm_walk = "%owner's thick, heavy tail slowly and methodically slides down upon your body, mercilessly crushing you into the floor below!"
msg_owner_grab_success = "You slither over %prey with your large, thick tail, smushing them against the ground before coiling up around them, trapping them within the tight confines of your tail!"
msg_prey_grab_success = "%owner slithers over you with their large, thick tail, smushing you against the ground before coiling up around you, trapping you within the tight confines of their tail!"
msg_owner_grab_fail = "You squish %prey under your large, thick tail, forcing them onto the ground!"
msg_prey_grab_fail = "%owner pins you under their large, thick tail, forcing you onto the ground!"
msg_prey_stepunder = "You jump over %prey's thick tail."
msg_owner_stepunder = "%owner bounds over your tail."
/datum/sprite_accessory/tail/taur/naga/naga_2c
name = "Naga dual-color (Taur)"
icon_state = "naga_s"
extra_overlay = "naga_markings"
/datum/sprite_accessory/tail/taur/horse
name = "Horse (Taur)"
icon_state = "horse_s"
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!"
msg_owner_disarm_walk = "You firmly push your hoof down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their hoof down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your hoof down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their hoof upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey to the ground before scooping them up with your hooves!"
msg_prey_grab_success = "%owner pins you to the ground before scooping you up with their hooves!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their hoof, forcing you down to the ground!"
/datum/sprite_accessory/tail/taur/horse/synthhorse
name = "SynthHorse dual-color (Taur)"
icon_state = "synthhorse_s"
extra_overlay = "synthhorse_markings"
/datum/sprite_accessory/tail/taur/cow
name = "Cow (Taur)"
icon_state = "cow_s"
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!"
msg_owner_disarm_walk = "You firmly push your hoof down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their hoof down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your hoof down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their hoof upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey to the ground before scooping them up with your hooves!"
msg_prey_grab_success = "%owner pins you to the ground before scooping you up with their hooves!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their hoof, forcing you down to the ground!"
/datum/sprite_accessory/tail/taur/deer
name = "Deer dual-color (Taur)"
icon_state = "deer_s"
extra_overlay = "deer_markings"
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!"
msg_owner_disarm_walk = "You firmly push your hoof down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their hoof down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your hoof down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their hoof upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey to the ground before scooping them up with your hooves!"
msg_prey_grab_success = "%owner pins you to the ground before scooping you up with their hooves!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their hoof, forcing you down to the ground!"
/datum/sprite_accessory/tail/taur/lizard
name = "Lizard (Taur)"
icon_state = "lizard_s"
/datum/sprite_accessory/tail/taur/lizard/lizard_2c
name = "Lizard dual-color (Taur)"
icon_state = "lizard_s"
extra_overlay = "lizard_markings"
/datum/sprite_accessory/tail/taur/lizard/synthlizard
name = "SynthLizard dual-color (Taur)"
icon_state = "synthlizard_s"
extra_overlay = "synthlizard_markings"
/datum/sprite_accessory/tail/taur/spider
name = "Spider (Taur)"
icon_state = "spider_s"
msg_owner_disarm_run = "You quickly push %prey to the ground with your leg!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their leg!"
msg_owner_disarm_walk = "You firmly push your leg down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their leg down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your leg down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their leg upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey down on the ground with your front leg before using your other leg to pick them up, trapping them between two of your front legs!"
msg_prey_grab_success = "%owner pins you down on the ground with their front leg before using their other leg to pick you up, trapping you between two of their front legs!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their leg, forcing you down to the ground!"
/datum/sprite_accessory/tail/taur/tents
name = "Tentacles (Taur)"
icon_state = "tent_s"
msg_prey_stepunder = "You run between %prey's tentacles."
msg_owner_stepunder = "%owner runs between your tentacles."
msg_owner_disarm_run = "You quickly push %prey to the ground with some of your tentacles!"
msg_prey_disarm_run = "%owner pushes you down to the ground with some of their tentacles!"
msg_owner_disarm_walk = "You push down on %prey with some of your tentacles, pinning them down firmly under you!"
msg_prey_disarm_walk = "%owner pushes down on you with some of their tentacles, pinning you down firmly below them!"
msg_owner_harm_run = "Your tentacles carelessly slide past %prey, crushing them!"
msg_prey_harm_run = "%owner quickly goes over your body, carelessly crushing you with their tentacles!"
msg_owner_harm_walk = "Your tentacles methodically apply pressure on %prey's body, crushing them against the floor below!"
msg_prey_harm_walk = "%owner's thick tentacles methodically apply pressure on your body, crushing you into the floor below!"
msg_owner_grab_success = "You slide over %prey with your tentacles, smushing them against the ground before wrapping one up around them, trapping them within the tight confines of your tentacles!"
msg_prey_grab_success = "%owner slides over you with their tentacles, smushing you against the ground before wrapping one up around you, trapping you within the tight confines of their tentacles!"
msg_owner_grab_fail = "You step down onto %prey with one of your tentacles, forcing them onto the ground!"
msg_prey_grab_fail = "%owner steps down onto you with one of their tentacles, squishing you and forcing you onto the ground!"
/datum/sprite_accessory/tail/taur/feline
name = "Feline (Taur)"
icon_state = "feline_s"
/datum/sprite_accessory/tail/taur/feline/feline_2c
name = "Feline dual-color (Taur)"
icon_state = "feline_s"
extra_overlay = "feline_markings"
/datum/sprite_accessory/tail/taur/feline/synthfeline
name = "SynthFeline dual-color (Taur)"
icon_state = "synthfeline_s"
extra_overlay = "synthfeline_markings"
/datum/sprite_accessory/tail/taur/slug
name = "Slug (Taur)"
icon_state = "slug_s"
msg_owner_help_walk = "You carefully slither around %prey."
msg_prey_help_walk = "%owner's huge tail slithers past beside you!"
msg_owner_help_run = "You carefully slither around %prey."
msg_prey_help_run = "%owner's huge tail slithers past beside you!"
msg_owner_disarm_run = "Your tail slides over %prey, pushing them down to the ground!"
msg_prey_disarm_run = "%owner's tail slides over you, forcing you down to the ground!"
msg_owner_disarm_walk = "You push down on %prey with your tail, pinning them down under you!"
msg_prey_disarm_walk = "%owner pushes down on you with their tail, pinning you down below them!"
msg_owner_harm_run = "Your heavy tail carelessly slides past %prey, crushing them!"
msg_prey_harm_run = "%owner quickly goes over your body, carelessly crushing you with their heavy tail!"
msg_owner_harm_walk = "Your heavy tail slowly and methodically slides down upon %prey, crushing against the floor below!"
msg_prey_harm_walk = "%owner's thick, heavy tail slowly and methodically slides down upon your body, mercilessly crushing you into the floor below!"
msg_owner_grab_success = "You slither over %prey with your large, thick tail, smushing them against the ground before coiling up around them, trapping them within the tight confines of your tail!"
msg_prey_grab_success = "%owner slithers over you with their large, thick tail, smushing you against the ground before coiling up around you, trapping you within the tight confines of their tail!"
msg_owner_grab_fail = "You squish %prey under your large, thick tail, forcing them onto the ground!"
msg_prey_grab_fail = "%owner pins you under their large, thick tail, forcing you onto the ground!"
msg_prey_stepunder = "You jump over %prey's thick tail."
msg_owner_stepunder = "%owner bounds over your tail."
/datum/sprite_accessory/tail/taur/frog
name = "Frog (Taur)"
icon_state = "frog_s"
/datum/sprite_accessory/tail/taur/drake //Enabling on request, no suit compatibility but then again see 2 above.
name = "Drake (Taur)"
icon_state = "drake_s"
extra_overlay = "drake_markings"
/datum/sprite_accessory/tail/taur/otie
name = "Otie (Taur)"
icon_state = "otie_s"
extra_overlay = "otie_markings"
//wickedtemp: Chakat Tempest
/datum/sprite_accessory/tail/taur/feline/tempest
name = "Feline (wickedtemp) (Taur)"
icon_state = "tempest_s"
ckeys_allowed = list("wickedtemp")
//silencedmp5a5: Serdykov Antoz
/datum/sprite_accessory/tail/taur/wolf/serdy
name = "CyberSerdy (silencedmp5a5) (Taur)"
icon_state = "serdy_s"
ckeys_allowed = list("silencedmp5a5")
//liquidfirefly: Ariana Scol
/datum/sprite_accessory/tail/taur/centipede
name = "Centipede (liquidfirefly) (Taur)"
icon_state = "ariana_s"
ckeys_allowed = list("liquidfirefly")
do_colouration = 0
msg_owner_disarm_run = "You quickly push %prey to the ground with your leg!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their leg!"
msg_owner_disarm_walk = "You firmly push your leg down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their leg down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your leg down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their leg upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey down on the ground with your front leg before using your other leg to pick them up, trapping them between two of your front legs!"
msg_prey_grab_success = "%owner pins you down on the ground with their front leg before using their other leg to pick you up, trapping you between two of their front legs!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their leg, forcing you down to the ground!"
//liquidfirefly: Ariana Scol
/datum/sprite_accessory/tail/taur/alraune
name = "Alraune (natje) (Taur)"
icon_state = "alraune_s"
ani_state = "alraune_closed_s"
ckeys_allowed = list("natje")
do_colouration = 0
msg_owner_disarm_run = "You quickly push %prey to the ground with your leg!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their leg!"
msg_owner_disarm_walk = "You firmly push your leg down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their leg down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your leg down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their leg upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey down on the ground with your front leg before using your other leg to pick them up, trapping them between two of your front legs!"
msg_prey_grab_success = "%owner pins you down on the ground with their front leg before using their other leg to pick you up, trapping you between two of their front legs!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their leg, forcing you down to the ground!"
@@ -270,6 +270,31 @@
do_colouration = 1
color_blend_mode = ICON_MULTIPLY
/datum/sprite_accessory/ears/teshari
name = "Teshari (colorable fluff)"
desc = ""
icon_state = "teshari"
do_colouration = 1
color_blend_mode = ICON_MULTIPLY
extra_overlay = "teshariinner"
/datum/sprite_accessory/ears/tesharihigh
name = "Teshari upper ears (colorable fluff)"
desc = ""
icon_state = "tesharihigh"
do_colouration = 1
color_blend_mode = ICON_MULTIPLY
extra_overlay = "tesharihighinner"
/datum/sprite_accessory/ears/tesharilow
name = "Teshari lower ears (colorable fluff)"
desc = ""
icon_state = "tesharilow"
do_colouration = 1
color_blend_mode = ICON_MULTIPLY
extra_overlay = "tesharilowinner"
// Special snowflake ears go below here.
/datum/sprite_accessory/ears/molenar_kitsune
@@ -896,6 +921,14 @@
color_blend_mode = ICON_MULTIPLY
extra_overlay = "deertail_mark"
/datum/sprite_accessory/tail/teshari_fluffytail
name = "Teshari alternative, colorable"
desc = ""
icon_state = "teshari_fluffytail"
extra_overlay = "teshari_fluffytail_mark"
do_colouration = 1
color_blend_mode = ICON_MULTIPLY
//For all species tails. Includes haircolored tails.
/datum/sprite_accessory/tail/special
name = "Blank tail. Do not select."
@@ -1093,338 +1126,4 @@
desc = ""
icon_state = "zenghu_taj"
/*
////////////////////////////
/ =--------------------= /
/ == Taur Definitions == /
/ =--------------------= /
////////////////////////////
*/
// Taur sprites are now a subtype of tail since they are mutually exclusive anyway.
/datum/sprite_accessory/tail/taur
name = "You should not see this..."
icon = 'icons/mob/vore/taurs_vr.dmi'
do_colouration = 1 // Yes color, using tail color
color_blend_mode = ICON_MULTIPLY // The sprites for taurs are designed for ICON_MULTIPLY
//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!
//Messages to owner when stepping on/over
var/msg_owner_help_walk = "You carefully step over %prey."
var/msg_owner_help_run = "You carefully step over %prey."
var/msg_owner_harm_walk = "You methodically place your foot down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
var/msg_owner_harm_run = "You carelessly step down onto %prey, crushing them!"
var/msg_owner_disarm_walk = "You firmly push your foot down on %prey, painfully but harmlessly pinning them to the ground!"
var/msg_owner_disarm_run = "You quickly push %prey to the ground with your foot!"
var/msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
var/msg_owner_grab_success = "You pin %prey down onto the floor with your foot and curl your toes up around their body, trapping them inbetween them!"
//Messages to prey when stepping on/over
var/msg_prey_help_walk = "%owner steps over you carefully!"
var/msg_prey_help_run = "%owner steps over you carefully!"
var/msg_prey_harm_walk = "%owner methodically places their foot upon your body, slowly applying pressure, crushing you against the floor below!"
var/msg_prey_harm_run = "%owner steps carelessly on your body, crushing you!"
var/msg_prey_disarm_walk = "%owner firmly pushes their foot down on you, quite painfully but harmlessly pinning you to the ground!"
var/msg_prey_disarm_run = "%owner pushes you down to the ground with their foot!"
var/msg_prey_grab_fail = "%owner steps down and squishes you with their foot, forcing you down to the ground!"
var/msg_prey_grab_success = "%owner pins you down to the floor with their foot and curls their toes up around your body, trapping you inbetween them!"
//Messages for smalls moving under larges
var/msg_owner_stepunder = "%owner runs between your legs." //Weird becuase in the case this is used, %owner is the 'bumper' (src)
var/msg_prey_stepunder = "You run between %prey's legs." //Same, inverse
/datum/sprite_accessory/tail/taur/roiz_long_lizard // Not ACTUALLY a taur, but it uses 32x64 so it wouldn't fit in tails.dmi, and having it as a tail bugs up the sprite.
name = "Long Lizard Tail (Roiz Lizden)"
icon_state = "roiz_tail_s"
do_colouration = 0
ckeys_allowed = list("spoopylizz")
/datum/sprite_accessory/tail/taur/wolf
name = "Wolf (Taur)"
icon_state = "wolf_s"
/datum/sprite_accessory/tail/taur/wolf/wolf_2c
name = "Wolf dual-color (Taur)"
icon_state = "wolf_s"
extra_overlay = "wolf_markings"
/datum/sprite_accessory/tail/taur/wolf/synthwolf
name = "SynthWolf dual-color (Taur)"
icon_state = "synthwolf_s"
extra_overlay = "synthwolf_markings"
/datum/sprite_accessory/tail/taur/naga
name = "Naga (Taur)"
icon_state = "naga_s"
msg_owner_help_walk = "You carefully slither around %prey."
msg_prey_help_walk = "%owner's huge tail slithers past beside you!"
msg_owner_help_run = "You carefully slither around %prey."
msg_prey_help_run = "%owner's huge tail slithers past beside you!"
msg_owner_disarm_run = "Your tail slides over %prey, pushing them down to the ground!"
msg_prey_disarm_run = "%owner's tail slides over you, forcing you down to the ground!"
msg_owner_disarm_walk = "You push down on %prey with your tail, pinning them down under you!"
msg_prey_disarm_walk = "%owner pushes down on you with their tail, pinning you down below them!"
msg_owner_harm_run = "Your heavy tail carelessly slides past %prey, crushing them!"
msg_prey_harm_run = "%owner quickly goes over your body, carelessly crushing you with their heavy tail!"
msg_owner_harm_walk = "Your heavy tail slowly and methodically slides down upon %prey, crushing against the floor below!"
msg_prey_harm_walk = "%owner's thick, heavy tail slowly and methodically slides down upon your body, mercilessly crushing you into the floor below!"
msg_owner_grab_success = "You slither over %prey with your large, thick tail, smushing them against the ground before coiling up around them, trapping them within the tight confines of your tail!"
msg_prey_grab_success = "%owner slithers over you with their large, thick tail, smushing you against the ground before coiling up around you, trapping you within the tight confines of their tail!"
msg_owner_grab_fail = "You squish %prey under your large, thick tail, forcing them onto the ground!"
msg_prey_grab_fail = "%owner pins you under their large, thick tail, forcing you onto the ground!"
msg_prey_stepunder = "You jump over %prey's thick tail."
msg_owner_stepunder = "%owner bounds over your tail."
/datum/sprite_accessory/tail/taur/naga/naga_2c
name = "Naga dual-color (Taur)"
icon_state = "naga_s"
extra_overlay = "naga_markings"
/datum/sprite_accessory/tail/taur/horse
name = "Horse (Taur)"
icon_state = "horse_s"
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!"
msg_owner_disarm_walk = "You firmly push your hoof down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their hoof down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your hoof down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their hoof upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey to the ground before scooping them up with your hooves!"
msg_prey_grab_success = "%owner pins you to the ground before scooping you up with their hooves!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their hoof, forcing you down to the ground!"
/datum/sprite_accessory/tail/taur/horse/synthhorse
name = "SynthHorse dual-color (Taur)"
icon_state = "synthhorse_s"
extra_overlay = "synthhorse_markings"
/datum/sprite_accessory/tail/taur/cow
name = "Cow (Taur)"
icon_state = "cow_s"
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!"
msg_owner_disarm_walk = "You firmly push your hoof down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their hoof down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your hoof down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their hoof upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey to the ground before scooping them up with your hooves!"
msg_prey_grab_success = "%owner pins you to the ground before scooping you up with their hooves!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their hoof, forcing you down to the ground!"
/datum/sprite_accessory/tail/taur/deer
name = "Deer dual-color (Taur)"
icon_state = "deer_s"
extra_overlay = "deer_markings"
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!"
msg_owner_disarm_walk = "You firmly push your hoof down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their hoof down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your hoof down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their hoof upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey to the ground before scooping them up with your hooves!"
msg_prey_grab_success = "%owner pins you to the ground before scooping you up with their hooves!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their hoof, forcing you down to the ground!"
/datum/sprite_accessory/tail/taur/lizard
name = "Lizard (Taur)"
icon_state = "lizard_s"
/datum/sprite_accessory/tail/taur/lizard/lizard_2c
name = "Lizard dual-color (Taur)"
icon_state = "lizard_s"
extra_overlay = "lizard_markings"
/datum/sprite_accessory/tail/taur/lizard/synthlizard
name = "SynthLizard dual-color (Taur)"
icon_state = "synthlizard_s"
extra_overlay = "synthlizard_markings"
/datum/sprite_accessory/tail/taur/spider
name = "Spider (Taur)"
icon_state = "spider_s"
msg_owner_disarm_run = "You quickly push %prey to the ground with your leg!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their leg!"
msg_owner_disarm_walk = "You firmly push your leg down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their leg down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your leg down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their leg upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey down on the ground with your front leg before using your other leg to pick them up, trapping them between two of your front legs!"
msg_prey_grab_success = "%owner pins you down on the ground with their front leg before using their other leg to pick you up, trapping you between two of their front legs!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their leg, forcing you down to the ground!"
/datum/sprite_accessory/tail/taur/tents
name = "Tentacles (Taur)"
icon_state = "tent_s"
msg_prey_stepunder = "You run between %prey's tentacles."
msg_owner_stepunder = "%owner runs between your tentacles."
msg_owner_disarm_run = "You quickly push %prey to the ground with some of your tentacles!"
msg_prey_disarm_run = "%owner pushes you down to the ground with some of their tentacles!"
msg_owner_disarm_walk = "You push down on %prey with some of your tentacles, pinning them down firmly under you!"
msg_prey_disarm_walk = "%owner pushes down on you with some of their tentacles, pinning you down firmly below them!"
msg_owner_harm_run = "Your tentacles carelessly slide past %prey, crushing them!"
msg_prey_harm_run = "%owner quickly goes over your body, carelessly crushing you with their tentacles!"
msg_owner_harm_walk = "Your tentacles methodically apply pressure on %prey's body, crushing them against the floor below!"
msg_prey_harm_walk = "%owner's thick tentacles methodically apply pressure on your body, crushing you into the floor below!"
msg_owner_grab_success = "You slide over %prey with your tentacles, smushing them against the ground before wrapping one up around them, trapping them within the tight confines of your tentacles!"
msg_prey_grab_success = "%owner slides over you with their tentacles, smushing you against the ground before wrapping one up around you, trapping you within the tight confines of their tentacles!"
msg_owner_grab_fail = "You step down onto %prey with one of your tentacles, forcing them onto the ground!"
msg_prey_grab_fail = "%owner steps down onto you with one of their tentacles, squishing you and forcing you onto the ground!"
/datum/sprite_accessory/tail/taur/feline
name = "Feline (Taur)"
icon_state = "feline_s"
/datum/sprite_accessory/tail/taur/feline/feline_2c
name = "Feline dual-color (Taur)"
icon_state = "feline_s"
extra_overlay = "feline_markings"
/datum/sprite_accessory/tail/taur/feline/synthfeline
name = "SynthFeline dual-color (Taur)"
icon_state = "synthfeline_s"
extra_overlay = "synthfeline_markings"
/datum/sprite_accessory/tail/taur/slug
name = "Slug (Taur)"
icon_state = "slug_s"
msg_owner_help_walk = "You carefully slither around %prey."
msg_prey_help_walk = "%owner's huge tail slithers past beside you!"
msg_owner_help_run = "You carefully slither around %prey."
msg_prey_help_run = "%owner's huge tail slithers past beside you!"
msg_owner_disarm_run = "Your tail slides over %prey, pushing them down to the ground!"
msg_prey_disarm_run = "%owner's tail slides over you, forcing you down to the ground!"
msg_owner_disarm_walk = "You push down on %prey with your tail, pinning them down under you!"
msg_prey_disarm_walk = "%owner pushes down on you with their tail, pinning you down below them!"
msg_owner_harm_run = "Your heavy tail carelessly slides past %prey, crushing them!"
msg_prey_harm_run = "%owner quickly goes over your body, carelessly crushing you with their heavy tail!"
msg_owner_harm_walk = "Your heavy tail slowly and methodically slides down upon %prey, crushing against the floor below!"
msg_prey_harm_walk = "%owner's thick, heavy tail slowly and methodically slides down upon your body, mercilessly crushing you into the floor below!"
msg_owner_grab_success = "You slither over %prey with your large, thick tail, smushing them against the ground before coiling up around them, trapping them within the tight confines of your tail!"
msg_prey_grab_success = "%owner slithers over you with their large, thick tail, smushing you against the ground before coiling up around you, trapping you within the tight confines of their tail!"
msg_owner_grab_fail = "You squish %prey under your large, thick tail, forcing them onto the ground!"
msg_prey_grab_fail = "%owner pins you under their large, thick tail, forcing you onto the ground!"
msg_prey_stepunder = "You jump over %prey's thick tail."
msg_owner_stepunder = "%owner bounds over your tail."
/datum/sprite_accessory/tail/taur/frog
name = "Frog (Taur)"
icon_state = "frog_s"
/datum/sprite_accessory/tail/taur/drake //Enabling on request, no suit compatibility but then again see 2 above.
name = "Drake (Taur)"
icon_state = "drake_s"
extra_overlay = "drake_markings"
/datum/sprite_accessory/tail/taur/otie
name = "Otie (Taur)"
icon_state = "otie_s"
extra_overlay = "otie_markings"
//wickedtemp: Chakat Tempest
/datum/sprite_accessory/tail/taur/feline/tempest
name = "Feline (wickedtemp) (Taur)"
icon_state = "tempest_s"
ckeys_allowed = list("wickedtemp")
//silencedmp5a5: Serdykov Antoz
/datum/sprite_accessory/tail/taur/wolf/serdy
name = "CyberSerdy (silencedmp5a5) (Taur)"
icon_state = "serdy_s"
ckeys_allowed = list("silencedmp5a5")
//liquidfirefly: Ariana Scol
/datum/sprite_accessory/tail/taur/centipede
name = "Centipede (liquidfirefly) (Taur)"
icon_state = "ariana_s"
ckeys_allowed = list("liquidfirefly")
do_colouration = 0
msg_owner_disarm_run = "You quickly push %prey to the ground with your leg!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their leg!"
msg_owner_disarm_walk = "You firmly push your leg down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their leg down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your leg down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their leg upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey down on the ground with your front leg before using your other leg to pick them up, trapping them between two of your front legs!"
msg_prey_grab_success = "%owner pins you down on the ground with their front leg before using their other leg to pick you up, trapping you between two of their front legs!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their leg, forcing you down to the ground!"
//liquidfirefly: Ariana Scol
/datum/sprite_accessory/tail/taur/alraune
name = "Alraune (natje) (Taur)"
icon_state = "alraune_s"
ani_state = "alraune_closed_s"
ckeys_allowed = list("natje")
do_colouration = 0
msg_owner_disarm_run = "You quickly push %prey to the ground with your leg!"
msg_prey_disarm_run = "%owner pushes you down to the ground with their leg!"
msg_owner_disarm_walk = "You firmly push your leg down on %prey, painfully but harmlessly pinning them to the ground!"
msg_prey_disarm_walk = "%owner firmly pushes their leg down on you, quite painfully but harmlessly pinning you to the ground!"
msg_owner_harm_walk = "You methodically place your leg down upon %prey's body, slowly applying pressure, crushing them against the floor below!"
msg_prey_harm_walk = "%owner methodically places their leg upon your body, slowly applying pressure, crushing you against the floor below!"
msg_owner_grab_success = "You pin %prey down on the ground with your front leg before using your other leg to pick them up, trapping them between two of your front legs!"
msg_prey_grab_success = "%owner pins you down on the ground with their front leg before using their other leg to pick you up, trapping you between two of their front legs!"
msg_owner_grab_fail = "You step down onto %prey, squishing them and forcing them down to the ground!"
msg_prey_grab_fail = "%owner steps down and squishes you with their leg, forcing you down to the ground!"
//Taurs moved to a separate file due to extra code around them
@@ -1,4 +1,3 @@
#define isTaurTail(A) istype(A, /datum/sprite_accessory/tail/taur)
var/global/list/wing_icon_cache = list()
/mob/living/carbon/human/proc/get_ears_overlay()
+13 -6
View File
@@ -13,6 +13,7 @@
next_process = times_fired + (6 SECONDS/wait) //Set up our next process time.
var/play_sound //Potential sound to play at the end to avoid code duplication.
var/to_update = FALSE //Did anything update worthy happen?
/////////////////////////// Auto-Emotes ///////////////////////////
if(contents.len && next_emote <= times_fired)
@@ -41,7 +42,7 @@
items_preserved |= I
else
digest_item(I)
owner.updateVRPanel()
to_update = TRUE
did_an_item = TRUE
//Handle eaten mobs
@@ -72,8 +73,7 @@
items_preserved |= I
else
digest_item(I)
owner.updateVRPanel()
H.updateVRPanel()
to_update = TRUE
break
///////////////////////////// DM_HOLD /////////////////////////////
@@ -113,6 +113,7 @@
play_sound = pick(death_sounds)
digestion_death(M)
owner.update_icons()
to_update = TRUE
continue
// Deal digestion damage (and feed the pred)
@@ -128,9 +129,6 @@
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.
else
owner.nutrition += 2*(digest_brute+digest_burn)/difference
M.updateVRPanel()
owner.updateVRPanel()
//////////////////////////// DM_ABSORB ////////////////////////////
else if(digest_mode == DM_ABSORB)
@@ -149,6 +147,7 @@
owner.nutrition += oldnutrition
else if(M.nutrition < 100) //When they're finally drained.
absorb_living(M)
to_update = TRUE
//////////////////////////// DM_UNABSORB ////////////////////////////
else if(digest_mode == DM_UNABSORB)
@@ -161,6 +160,7 @@
to_chat(M,"<span class='notice'>You suddenly feel solid again </span>")
to_chat(owner,"<span class='notice'>You feel like a part of you is missing.</span>")
owner.nutrition -= 100
to_update = TRUE
//////////////////////////// DM_DRAIN ////////////////////////////
else if(digest_mode == DM_DRAIN)
@@ -254,4 +254,11 @@
/////////////////////////// Make any noise ///////////////////////////
if(play_sound)
playsound(src, play_sound, vol = 100, vary = 1, falloff = VORE_SOUND_FALLOFF, ignore_walls = TRUE, preference = /datum/client_preference/digestion_noises)
if(to_update)
for(var/mob/living/M in contents)
if(M.client)
M.updateVRPanel()
if(owner.client)
owner.updateVRPanel()
return SSBELLIES_PROCESSED
@@ -1819,3 +1819,14 @@ Departamental Swimsuits, for general use
else
H << "<span class='warning'>This suit is not designed for you.</span>"
return 0
//Zigfe:Zaoozaoo Xrimxuqmqixzix
/obj/item/clothing/head/fluff/zao
name = "Zao's Hat"
desc = "A black hat that has an uncanny similarity to the HoS's hat. There's a small letter Z sewn on the inside of the brim."
icon = 'icons/vore/custom_clothes_vr.dmi'
icon_state = "zao_cap"
icon_override = 'icons/vore/custom_clothes_vr.dmi'
item_state = "zao_cap_mob"
@@ -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 ////////////////////
+37 -14
View File
@@ -1382,59 +1382,66 @@
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 +1454,7 @@
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 +1578,21 @@
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"

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