Files
GS13-Citadel/code/game/objects/items/religion.dm
T
PoojawaandGitHub cf59ac1c3d 12/21 modernizations from TG live (#103)
* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes
2016-12-22 03:57:55 -06:00

190 lines
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/obj/item/weapon/banner
name = "banner"
icon = 'icons/obj/items.dmi'
icon_state = "banner"
item_state = "banner"
desc = "A banner with Nanotrasen's logo on it."
var/moralecooldown = 0
var/moralewait = 600
/obj/item/weapon/banner/attack_self(mob/living/carbon/human/user)
if(moralecooldown + moralewait > world.time)
return
user << "<span class='notice'>You increase the morale of your fellows!</span>"
moralecooldown = world.time
for(var/mob/living/carbon/human/H in range(4,get_turf(src)))
H << "<span class='notice'>Your morale is increased by [user]'s banner!</span>"
H.adjustBruteLoss(-15)
H.adjustFireLoss(-15)
H.AdjustStunned(-2)
H.AdjustWeakened(-2)
H.AdjustParalysis(-2)
/obj/item/weapon/banner/red
name = "red banner"
icon_state = "banner-red"
item_state = "banner-red"
desc = "A banner with the logo of the red deity."
/obj/item/weapon/banner/blue
name = "blue banner"
icon_state = "banner-blue"
item_state = "banner-blue"
desc = "A banner with the logo of the blue deity"
/obj/item/weapon/storage/backpack/bannerpack
name = "nanotrasen banner backpack"
desc = "It's a backpack with lots of extra room. A banner with Nanotrasen's logo is attached, that can't be removed."
max_combined_w_class = 27 //6 more then normal, for the tradeoff of declaring yourself an antag at all times.
icon_state = "bannerpack"
/obj/item/weapon/storage/backpack/bannerpack/red
name = "red banner backpack"
desc = "It's a backpack with lots of extra room. A red banner is attached, that can't be removed."
icon_state = "bannerpack-red"
/obj/item/weapon/storage/backpack/bannerpack/blue
name = "blue banner backpack"
desc = "It's a backpack with lots of extra room. A blue banner is attached, that can't be removed."
icon_state = "bannerpack-blue"
//this is all part of one item set
/obj/item/clothing/suit/armor/plate/crusader
name = "Crusader's Armour"
desc = "Armour that's comprised of metal and cloth."
icon_state = "crusader"
w_class = WEIGHT_CLASS_BULKY
slowdown = 2.0 //gotta pretend we're balanced.
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0, fire = 60, acid = 60)
/obj/item/clothing/suit/armor/plate/crusader/red
icon_state = "crusader-red"
/obj/item/clothing/suit/armor/plate/crusader/blue
icon_state = "crusader-blue"
/obj/item/clothing/head/helmet/plate/crusader
name = "Crusader's Hood"
desc = "A brownish hood."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0, fire = 60, acid = 60)
/obj/item/clothing/head/helmet/plate/crusader/blue
icon_state = "crusader-blue"
/obj/item/clothing/head/helmet/plate/crusader/red
icon_state = "crusader-red"
//Prophet helmet
/obj/item/clothing/head/helmet/plate/crusader/prophet
name = "Prophet's Hat"
desc = "A religious-looking hat."
alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
flags = 0
armor = list(melee = 60, bullet = 60, laser = 60, energy = 50, bomb = 70, bio = 50, rad = 50, fire = 60, acid = 60) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64
worn_y_dimension = 64
/obj/item/clothing/head/helmet/plate/crusader/prophet/red
icon_state = "prophet-red"
/obj/item/clothing/head/helmet/plate/crusader/prophet/blue
icon_state = "prophet-blue"
//Structure conversion staff
/obj/item/weapon/godstaff
name = "godstaff"
desc = "It's a stick..?"
icon_state = "godstaff-red"
var/conversion_color = "#ffffff"
var/staffcooldown = 0
var/staffwait = 30
/obj/item/weapon/godstaff/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
if(staffcooldown + staffwait > world.time)
return
user.visible_message("[user] chants deeply and waves their staff!")
if(do_after(user, 20,1,src))
target.add_atom_colour(conversion_color, WASHABLE_COLOUR_PRIORITY) //wololo
staffcooldown = world.time
/obj/item/weapon/godstaff/red
icon_state = "godstaff-red"
conversion_color = "#ff0000"
/obj/item/weapon/godstaff/blue
icon_state = "godstaff-blue"
conversion_color = "#0000ff"
/obj/item/clothing/gloves/plate
name = "Plate Gauntlets"
icon_state = "crusader"
desc = "They're like gloves, but made of metal."
siemens_coefficient = 0
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
/obj/item/clothing/gloves/plate/red
icon_state = "crusader-red"
/obj/item/clothing/gloves/plate/blue
icon_state = "crusader-blue"
/obj/item/clothing/shoes/plate
name = "Plate Boots"
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
armor = list(melee = 50, bullet = 50, laser = 50, energy = 40, bomb = 60, bio = 0, rad = 0, fire = 60, acid = 60) //does this even do anything on boots?
flags = NOSLIP
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
/obj/item/clothing/shoes/plate/red
icon_state = "crusader-red"
/obj/item/clothing/shoes/plate/blue
icon_state = "crusader-blue"
/obj/item/weapon/storage/box/itemset/crusader
name = "Crusader's Armour Set" //i can't into ck2 references
desc = "This armour is said to be based on the armor of kings on another world thousands of years ago, who tended to assassinate, conspire, and plot against everyone who tried to do the same to them. Some things never change."
/obj/item/weapon/storage/box/itemset/crusader/blue/New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/suit/armor/plate/crusader/blue(src)
new /obj/item/clothing/head/helmet/plate/crusader/blue(src)
new /obj/item/clothing/gloves/plate/blue(src)
new /obj/item/clothing/shoes/plate/blue(src)
/obj/item/weapon/storage/box/itemset/crusader/red/New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/suit/armor/plate/crusader/red(src)
new /obj/item/clothing/head/helmet/plate/crusader/red(src)
new /obj/item/clothing/gloves/plate/red(src)
new /obj/item/clothing/shoes/plate/red(src)
/obj/item/weapon/claymore/weak
desc = "This one is rusted."
force = 30
armour_penetration = 15