This commit is contained in:
Furlucis
2013-05-27 01:48:44 -04:00
232 changed files with 17191 additions and 14817 deletions
+42
View File
@@ -84,3 +84,45 @@
icon_state = icon_closed
else
icon_state = icon_opened
/obj/item/bodybag/cryobag
name = "stasis bag"
desc = "A folded, non-reusable bag designed for the preservation of an occupant's brain by stasis."
icon = 'icons/obj/cryobag.dmi'
icon_state = "bodybag_folded"
attack_self(mob/user)
var/obj/structure/closet/body_bag/cryobag/R = new /obj/structure/closet/body_bag/cryobag(user.loc)
R.add_fingerprint(user)
del(src)
/obj/structure/closet/body_bag/cryobag
name = "stasis bag"
desc = "A non-reusable plastic bag designed for the preservation of an occupant's brain by stasis."
icon = 'icons/obj/cryobag.dmi'
icon_state = "bodybag_closed"
icon_closed = "bodybag_closed"
icon_opened = "bodybag_open"
density = 0
var/used = 0
open()
. = ..()
if(used)
var/obj/item/O = new/obj/item(src.loc)
O.name = "used stasis bag"
O.icon = src.icon
O.icon_state = "bodybag_used"
O.desc = "Pretty useless now.."
del(src)
MouseDrop(over_object, src_location, over_location)
if((over_object == usr && (in_range(src, usr) || usr.contents.Find(src))))
if(!ishuman(usr)) return
usr << "\red You can't fold that up anymore.."
..()
@@ -0,0 +1,45 @@
/**
* Multitool -- A multitool is used for hacking electronic devices.
* TO-DO -- Using it as a power measurement tool for cables etc. Nannek.
*
*/
/obj/item/device/debugger
icon = 'icons/obj/hacktool.dmi'
name = "debugger"
desc = "Used to debug electronic equipment."
icon_state = "hacktool-g"
flags = FPRINT | TABLEPASS| CONDUCT
force = 5.0
w_class = 2.0
throwforce = 5.0
throw_range = 15
throw_speed = 3
desc = "You can use this on airlocks or APCs to try to hack them without cutting wires."
m_amt = 50
g_amt = 20
origin_tech = "magnets=1;engineering=1"
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
/obj/item/device/debugger/is_used_on(obj/O, mob/user)
if(istype(O, /obj/machinery/power/apc))
var/obj/machinery/power/apc/A = O
if(A.emagged || A.malfhack)
user << "\red There is a software error with the device."
else
user << "\blue The device's software appears to be fine."
return 1
if(istype(O, /obj/machinery/door))
var/obj/machinery/door/D = O
if(D.operating == -1)
user << "\red There is a software error with the device."
else
user << "\blue The device's software appears to be fine."
return 1
else if(istype(O, /obj/machinery))
var/obj/machinery/A = O
if(A.emagged)
user << "\red There is a software error with the device."
else
user << "\blue The device's software appears to be fine."
return 1
+3 -3
View File
@@ -76,9 +76,9 @@
M.updatehealth()
/obj/item/stack/medical/bruise_pack
name = "bruise pack"
singular_name = "bruise pack"
desc = "A pack designed to treat blunt-force trauma."
name = "roll of gauze"
singular_name = "gauze length"
desc = "Some sterile gauze to wrap around bloody stumps."
icon_state = "brutepack"
heal_brute = 60
origin_tech = "biotech=1"
+3 -3
View File
@@ -14,8 +14,8 @@
if (istype(M,/mob/living/silicon/robot)) //Repairing cyborgs
var/mob/living/silicon/robot/R = M
if (R.getBruteLoss() || R.getFireLoss() )
R.adjustBruteLoss(-60)
R.adjustFireLoss(-60)
R.adjustBruteLoss(-15)
R.adjustFireLoss(-15)
R.updatehealth()
use(1)
user.visible_message("<span class='notice'>\The [user] applied some [src] at [R]'s damaged areas.</span>",\
@@ -28,7 +28,7 @@
var/datum/organ/external/S = H.get_organ(user.zone_sel.selecting)
if (S && (S.status & ORGAN_ROBOT))
if(S.get_damage())
S.heal_damage(30, 30, robo_repair = 1)
S.heal_damage(15, 15, robo_repair = 1)
H.updatehealth()
use(1)
user.visible_message("<span class='notice'>\The [user] applies some nanite paste at[user != M ? " \the [M]'s" : " \the"][S.display_name] with \the [src].</span>",\
@@ -114,6 +114,33 @@ var/global/list/datum/stack_recipe/plasma_recipes = list ( \
pixel_y = rand(0,4)-4
..()
/obj/item/stack/sheet/mineral/plastic
name = "Plastic"
icon_state = "sheet-plastic"
force = 5.0
throwforce = 5
w_class = 3.0
throw_speed = 3
throw_range = 3
origin_tech = "materials=3"
perunit = 2000
sheettype = "plastic"
var/global/list/datum/stack_recipe/plastic_recipes = list ( \
new/datum/stack_recipe("plastic crate", /obj/structure/closet/pcrate, 10, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("plastic ashtray", /obj/item/ashtray/plastic, 2, one_per_turf = 1, on_floor = 1), \
new/datum/stack_recipe("plastic fork", /obj/item/weapon/kitchen/utensil/pfork, 1, on_floor = 1), \
new/datum/stack_recipe("plastic spoon", /obj/item/weapon/kitchen/utensil/pspoon, 1, on_floor = 1), \
new/datum/stack_recipe("plastic knife", /obj/item/weapon/kitchen/utensil/pknife, 1, on_floor = 1), \
new/datum/stack_recipe("plastic bag", /obj/item/weapon/storage/bag/plasticbag, 3, on_floor = 1), \
)
/obj/item/stack/sheet/mineral/plastic/New(var/loc, var/amount=null)
recipes = plastic_recipes
pixel_x = rand(0,4)-4
pixel_y = rand(0,4)-4
..()
/*
* Gold
*/
+2 -1
View File
@@ -556,6 +556,7 @@
name = "toy phazon"
desc = "Mini-Mecha action figure! Collect them all! 11/11."
icon_state = "phazonprize"
/obj/item/toy/katana
name = "replica katana"
desc = "Woefully underpowered in D20."
@@ -575,4 +576,4 @@
desc = "This baby looks almost real. Wait, did it just burp?"
force = 5
w_class = 4.0
slot_flags = SLOT_BACK
slot_flags = SLOT_BACK
+2 -2
View File
@@ -119,7 +119,7 @@
/obj/item/weapon/card/id/syndicate
name = "agent card"
access = list(access_maint_tunnels, access_syndicate)
access = list(access_maint_tunnels, access_syndicate, access_external_airlocks)
origin_tech = "syndicate=3"
/obj/item/weapon/card/id/syndicate/afterattack(var/obj/item/weapon/O as obj, mob/user as mob)
@@ -156,7 +156,7 @@
desc = "An ID straight from the Syndicate."
registered_name = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate)
access = list(access_syndicate, access_external_airlocks)
/obj/item/weapon/card/id/captains_spare
name = "captain's spare ID"
@@ -40,6 +40,12 @@
icon_state = "spoon"
attack_verb = list("attacked", "poked")
/obj/item/weapon/kitchen/utensil/pspoon
name = "plastic spoon"
desc = "Super dull action!"
icon_state = "pspoon"
attack_verb = list("attacked", "poked")
/*
* Forks
*/
@@ -71,6 +77,34 @@
M = user
return eyestab(M,user)
/obj/item/weapon/kitchen/utensil/pfork
name = "plastic fork"
desc = "Yay, no washing up to do."
icon_state = "pfork"
/obj/item/weapon/kitchen/utensil/pfork/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!istype(M))
return ..()
if(user.zone_sel.selecting != "eyes" && user.zone_sel.selecting != "head")
return ..()
if (src.icon_state == "forkloaded") //This is a poor way of handling it, but a proper rewrite of the fork to allow for a more varied foodening can happen when I'm in the mood. --NEO
if(M == user)
for(var/mob/O in viewers(M, null))
O.show_message(text("\blue [] eats a delicious forkful of omelette!", user), 1)
M.reagents.add_reagent("nutriment", 1)
else
for(var/mob/O in viewers(M, null))
O.show_message(text("\blue [] feeds [] a delicious forkful of omelette!", user, M), 1)
M.reagents.add_reagent("nutriment", 1)
src.icon_state = "fork"
return
else
if((CLUMSY in user.mutations) && prob(50))
M = user
return eyestab(M,user)
/*
* Knives
*/
@@ -95,6 +129,21 @@
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/obj/item/weapon/kitchen/utensil/pknife
name = "plastic knife"
desc = "The bluntest of blades."
icon_state = "pknife"
force = 10.0
throwforce = 10.0
/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You somehow managed to cut yourself with the [src]."
user.take_organ_damage(20)
return
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/*
* Kitchen knives
*/
@@ -38,7 +38,6 @@
can_hold = list() // any
cant_hold = list("/obj/item/weapon/disk/nuclear")
/obj/item/weapon/storage/bag/trash/update_icon()
if(contents.len == 0)
icon_state = "trashbag0"
@@ -48,6 +47,24 @@
icon_state = "trashbag2"
else icon_state = "trashbag3"
// -----------------------------
// Plastic Bag
// -----------------------------
/obj/item/weapon/storage/bag/plasticbag
name = "plastic bag"
desc = "It's a very flimsy, very noisy alternative to a bag."
icon = 'icons/obj/trash.dmi'
icon_state = "plasticbag"
item_state = "plasticbag"
w_class = 4
max_w_class = 2
storage_slots = 21
can_hold = list() // any
cant_hold = list("/obj/item/weapon/disk/nuclear")
// -----------------------------
// Mining Satchel
// -----------------------------
@@ -106,6 +106,7 @@
can_hold = list("/obj/item/weapon/reagent_containers/pill","/obj/item/weapon/dice")
allow_quick_gather = 1
use_to_pickup = 1
storage_slots = 14
/obj/item/weapon/storage/pill_bottle/MouseDrop(obj/over_object as obj) //Quick pillbottle fix. -Agouri
@@ -75,13 +75,13 @@
else
user.take_organ_damage(2*force)
return
/*this is already called in ..()
src.add_fingerprint(user)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
*/
if (user.a_intent == "hurt")
if(!..()) return
playsound(src.loc, "swing_hit", 50, 1, -1)
@@ -90,13 +90,88 @@
M.Stun(8)
M.Weaken(8)
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been beaten with the police baton by [user]!</B>", 1, "\red You hear someone fall", 2)
if (O.client) O.show_message("\red <B>[M] has been beaten with \the [src] by [user]!</B>", 1, "\red You hear someone fall", 2)
else
playsound(src.loc, 'sound/weapons/Genhit.ogg', 50, 1, -1)
M.Stun(5)
M.Weaken(5)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
src.add_fingerprint(user)
for(var/mob/O in viewers(M))
if (O.client) O.show_message("\red <B>[M] has been stunned with the police baton by [user]!</B>", 1, "\red You hear someone fall", 2)
if (O.client) O.show_message("\red <B>[M] has been stunned with \the [src] by [user]!</B>", 1, "\red You hear someone fall", 2)
//Telescopic baton
/obj/item/weapon/melee/telebaton
name = "telescopic baton"
desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
icon = 'icons/obj/weapons.dmi'
icon_state = "telebaton_0"
item_state = "telebaton_0"
flags = FPRINT | TABLEPASS
slot_flags = SLOT_BELT
w_class = 2
force = 3
var/on = 0
/obj/item/weapon/melee/telebaton/attack_self(mob/user as mob)
on = !on
if(on)
user.visible_message("\red With a flick of their wrist, [user] extends their telescopic baton.",\
"\red You extend the baton.",\
"You hear an ominous click.")
icon_state = "telebaton_1"
item_state = "telebaton_1"
w_class = 4
force = 15//quite robust
attack_verb = list("smacked", "struck", "slapped")
else
user.visible_message("\blue [user] collapses their telescopic baton.",\
"\blue You collapse the baton.",\
"You hear a click.")
icon_state = "telebaton_0"
item_state = "telebaton_0"
w_class = 2
force = 3//not so robust now
attack_verb = list("hit", "punched")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
add_fingerprint(user)
if(blood_overlay && (blood_DNA.len >= 1)) //updates blood overlay, if any
overlays.Cut()//this might delete other item overlays as well but eeeeeeeh
var/icon/I = new /icon(src.icon, src.icon_state)
I.Blend(new /icon('icons/effects/blood.dmi', rgb(255,255,255)),ICON_ADD)
I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY)
blood_overlay = I
overlays += blood_overlay
return
/obj/item/weapon/melee/telebaton/attack(mob/target as mob, mob/living/user as mob)
if(on)
if ((CLUMSY in user.mutations) && prob(50))
user << "\red You club yourself over the head."
user.Weaken(3 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
else
user.take_organ_damage(2*force)
return
if(!..()) return
playsound(src.loc, "swing_hit", 50, 1, -1)
//target.Stun(4) //naaah
target.Weaken(4)
return
else
return ..()
/*
*Energy Blade