mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-15 00:53:23 +01:00
for-if-I-stand-I-stand-by-his-will-alone
This commit is contained in:
@@ -1,5 +1,7 @@
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/obj/item/clothing
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name = "clothing"
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max_integrity = 200
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integrity_failure = 80
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resistance_flags = FLAMMABLE
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var/list/species_restricted = null //Only these species can wear this kit.
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var/scan_reagents = 0 //Can the wearer see reagents while it's equipped?
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@@ -4,6 +4,7 @@
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desc = "A special helmet designed for work in a hazardous, low-pressure environment."
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icon_state = "hardsuit0-engineering"
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item_state = "eng_helm"
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max_integrity = 300
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armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
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var/basestate = "hardsuit"
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allowed = list(/obj/item/flashlight)
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@@ -87,6 +88,7 @@
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desc = "A special space suit for environments that might pose hazards beyond just the vacuum of space. Provides more protection than a standard space suit."
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icon_state = "hardsuit-engineering"
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item_state = "eng_hardsuit"
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max_integrity = 300
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armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
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allowed = list(/obj/item/flashlight,/obj/item/tank,/obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd)
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siemens_coefficient = 0
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@@ -219,6 +219,7 @@
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icon_state = "durathread"
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item_state = "durathread"
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strip_delay = 60
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max_integrity = 200
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resistance_flags = FLAMMABLE
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armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 5, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 50)
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@@ -10,6 +10,7 @@
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lefthand_file = 'icons/goonstation/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/goonstation/mob/inhands/items_righthand.dmi'
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materials = list(MAT_GLASS=500)
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max_integrity = 20
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resistance_flags = ACID_PROOF
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/obj/item/reagent_containers/food/drinks/drinkingglass/attackby(obj/item/I, mob/user, params)
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@@ -8,6 +8,7 @@
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icon = 'icons/obj/cooking_machines.dmi'
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icon_state = "icecream_vat"
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use_power = IDLE_POWER_USE
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max_integrity = 300
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idle_power_usage = 20
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var/obj/item/reagent_containers/glass/beaker = null
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var/useramount = 15 //Last used amount
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@@ -53,6 +53,7 @@ var/list/ingredients_source = list(
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icon_state = "icecream_vat"
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density = 1
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anchored = 0
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max_integrity = 300
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var/list/ingredients = list()
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var/dispense_flavour = 1
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var/obj/item/reagent_containers/glass/held_container
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@@ -37,7 +37,6 @@
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icon_state = "beebox"
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anchored = TRUE
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density = TRUE
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max_integrity = 300
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var/mob/living/simple_animal/hostile/poison/bees/queen/queen_bee = null
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var/list/bees = list() //bees owned by the box, not those inside it
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var/list/honeycombs = list()
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@@ -136,6 +136,7 @@
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bitesize_mod = 2
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tastes = list("cherry" = 1, "explosion" = 1)
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volume = 125 //Gives enough room for the black powder at max potency
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max_integrity = 40
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wine_power = 0.8
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/obj/item/reagent_containers/food/snacks/grown/cherry_bomb/attack_self(mob/living/user)
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@@ -8,6 +8,7 @@
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var/lastattempt = null
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var/attempts = 10
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var/codelen = 4
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integrity_failure = 0 //no breaking open the crate
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/obj/structure/closet/crate/secure/loot/New()
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..()
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@@ -21,6 +21,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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icon = 'icons/obj/lighting.dmi'
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icon_state = "marker"
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armor = list("melee" = 50, "bullet" = 75, "laser" = 75, "energy" = 75, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 25, "acid" = 0)
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max_integrity = 50
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merge_type = /obj/item/stack/marker_beacon
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max_amount = 100
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var/picked_color = "random"
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@@ -150,6 +150,7 @@
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icon_state = "mushroom_shavings"
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w_class = WEIGHT_CLASS_TINY
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resistance_flags = FLAMMABLE
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max_integrity = 100
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seed = /obj/item/seeds/lavaland/polypore
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wine_power = 0.2
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@@ -102,7 +102,7 @@ I'm using this for Stat to give it a more nifty interface to work with
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if(istype(src.loc, /obj/mecha))
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var/obj/mecha/M = src.loc
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stat("Exosuit Charge:", "[istype(M.cell) ? "[M.cell.charge] / [M.cell.maxcharge]" : "No cell detected"]")
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stat("Exosuit Integrity", "[!M.health ? "0" : "[(M.health / initial(M.health)) * 100]"]%")
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stat("Exosuit Integrity", "[!M.obj_integrity ? "0" : "[(M.obj_integrity / M.max_integrity) * 100]"]%")
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/mob/living/carbon/brain/can_safely_leave_loc()
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return 0 //You're not supposed to be ethereal jaunting, brains
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@@ -139,7 +139,7 @@
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icon = 'icons/effects/effects.dmi'
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anchored = 1 // prevents people dragging it
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density = 0 // prevents it blocking all movement
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health = 20 // two welders, or one laser shot (15 for the normal spider webs)
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max_integrity = 20 // two welders, or one laser shot (15 for the normal spider webs)
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icon_state = "stickyweb1"
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var/creator_ckey = null
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@@ -94,4 +94,4 @@
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name = "thick web"
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desc = "This web is so thick, most cannot see beyond it."
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opacity = 1
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health = 40
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max_integrity = 40
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@@ -62,6 +62,6 @@
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/obj/structure/spider/terrorweb/red
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health = 30
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max_integrity = 30
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name = "reinforced web"
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desc = "This web is reinforced with extra strands, for added strength."
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@@ -9,7 +9,7 @@
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icon_state = "spiderling"
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anchored = 0
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layer = 2.75
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health = 3
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max_integrity = 3
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var/stillborn = FALSE
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var/spider_myqueen = null
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var/spider_mymother = null
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@@ -39,10 +39,10 @@
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. = ..()
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/obj/structure/spider/spiderling/terror_spiderling/die()
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/obj/structure/spider/spiderling/terror_spiderling/Destroy()
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for(var/obj/structure/spider/spiderling/terror_spiderling/S in view(7, src))
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S.immediate_ventcrawl = TRUE
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. = ..()
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return ..()
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/obj/structure/spider/spiderling/terror_spiderling/proc/score_surroundings(atom/A = src)
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var/safety_score = 0
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@@ -163,7 +163,7 @@
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if(stillborn)
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if(amount_grown >= 300)
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// Fake spiderlings stick around for awhile, just to be spooky.
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die()
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qdel(src)
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else
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if(!grow_as)
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grow_as = pick(/mob/living/simple_animal/hostile/poison/terror_spider/red, /mob/living/simple_animal/hostile/poison/terror_spider/gray, /mob/living/simple_animal/hostile/poison/terror_spider/green)
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@@ -28,9 +28,6 @@ var/list/global_modular_computers = list()
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var/base_active_power_usage = 100 // Power usage when the computer is open (screen is active) and can be interacted with. Remember hardware can use power too.
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var/base_idle_power_usage = 10 // Power usage when the computer is idle and screen is off (currently only applies to laptops)
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integrity_failure = 150
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max_integrity = 300
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var/obj/item/modular_computer/processor/cpu = null // CPU that handles most logic while this type only handles power and other specific things.
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/obj/machinery/modular_computer/New()
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@@ -15,7 +15,6 @@
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max_hardware_size = 4
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steel_sheet_cost = 10
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light_strength = 2
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obj_integrity = 300
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max_integrity = 300
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integrity_failure = 150
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@@ -11,6 +11,8 @@
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idle_power_usage = 30
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active_power_usage = 200
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power_channel = EQUIP
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max_integrity = 300
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integrity_failure = 100
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var/emag_cooldown
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atom_say_verb = "bleeps"
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var/obj/item/copyitem = null //what's in the copier!
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@@ -47,6 +47,8 @@
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desc = "A control terminal for the area electrical systems."
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icon_state = "apc0"
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use_power = NO_POWER_USE
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max_integrity = 200
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integrity_failure = 50
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resistance_flags = FIRE_PROOF
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req_access = list(access_engine_equip)
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siemens_strength = 1
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@@ -16,6 +16,7 @@
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icon_state = "tube-construct-stage1"
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anchored = 1
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layer = 5
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max_integrity = 200
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armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
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var/stage = 1
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var/fixture_type = "tube"
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@@ -144,6 +145,7 @@
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desc = "A lighting fixture."
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anchored = 1
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layer = 5 // They were appearing under mobs which is a little weird - Ostaf
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max_integrity = 100
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use_power = ACTIVE_POWER_USE
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idle_power_usage = 2
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active_power_usage = 20
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@@ -9,6 +9,8 @@ var/global/list/rad_collectors = list()
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density = 1
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req_access = list(access_engine_equip)
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// use_power = NO_POWER_USE
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max_integrity = 350
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integrity_failure = 80
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var/obj/item/tank/plasma/P = null
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var/last_power = 0
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var/active = 0
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@@ -27,6 +27,8 @@ field_generator power level display
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anchored = 0
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density = 1
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use_power = NO_POWER_USE
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max_integrity = 500
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//100% immune to lasers and energy projectiles since it absorbs their energy.
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armor = list("melee" = 25, "bullet" = 10, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
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var/const/num_power_levels = 6 // Total number of power level icon has
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var/power_level = 0
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@@ -62,6 +62,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
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icon_state = "none"
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anchored = 0
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density = 1
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max_integrity = 500
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armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 80)
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var/obj/machinery/particle_accelerator/control_box/master = null
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var/construction_state = 0
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@@ -10,6 +10,8 @@
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use_power = NO_POWER_USE
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idle_power_usage = 0
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active_power_usage = 0
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max_integrity = 150
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integrity_failure = 50
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var/id = 0
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var/health = 10
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var/obscured = 0
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@@ -49,7 +51,8 @@
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S.anchored = 1
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S.loc = src
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if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass
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health *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
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max_integrity *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
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obj_integrity = max_integrity
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update_icon()
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@@ -263,6 +266,8 @@
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density = 1
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use_power = IDLE_POWER_USE
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idle_power_usage = 250
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max_integrity = 200
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integrity_failure = 100
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var/icon_screen = "solar"
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var/icon_keyboard = "power_key"
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var/id = 0
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@@ -10,6 +10,8 @@
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icon_state = "tracker"
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density = TRUE
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use_power = NO_POWER_USE
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max_integrity = 250
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integrity_failure = 50
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var/id = 0
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var/sun_angle = 0 // sun angle as set by sun datum
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@@ -7,7 +7,7 @@
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anchored = 0
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pressure_resistance = 2*ONE_ATMOSPHERE
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container_type = DRAINABLE | AMOUNT_VISIBLE
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max_integrity = 300
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var/tank_volume = 1000 //In units, how much the dispenser can hold
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var/reagent_id = "water" //The ID of the reagent that the dispenser uses
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var/lastrigger = "" // The last person to rig this fuel tank - Stored with the object. Only the last person matter for investigation
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@@ -11,6 +11,7 @@
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density = 0
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pressure_resistance = 5*ONE_ATMOSPHERE
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level = 2
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max_integrity = 200
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var/ptype = PIPE_DISPOSALS_STRAIGHT //Use the defines
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var/base_state
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var/dpdir = 0 // directions as disposalpipe
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@@ -187,7 +188,7 @@
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update()
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return
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if(ptype in list(PIPE_DISPOSALS_BIN, PIPE_DISPOSALS_OUTLET, PIPE_DISPOSALS_CHUTE)) // Disposal or outlet
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var/obj/structure/disposalpipe/trunk/CP = locate() in T
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if(!CP) // There's no trunk
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@@ -16,6 +16,7 @@
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density = 1
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on_blueprints = TRUE
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armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
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max_integrity = 200
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resistance_flags = FIRE_PROOF
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var/datum/gas_mixture/air_contents // internal reservoir
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var/mode = 1 // item mode 0=off 1=charging 2=charged
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@@ -686,6 +687,7 @@
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var/dpdir = 0 // bitmask of pipe directions
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dir = 0 // dir will contain dominant direction for junction pipes
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var/health = 10 // health points 0-10
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max_integrity = 200
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armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
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damage_deflection = 10
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layer = DISPOSAL_PIPE_LAYER // slightly lower than wires and other pipes
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@@ -3,8 +3,10 @@
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desc = "An all-terrain vehicle built for traversing rough terrain with ease. One of the few old-earth technologies that are still relevant on most planet-bound outposts."
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icon = 'icons/vehicles/4wheeler.dmi'
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icon_state = "atv"
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max_integrity = 150
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armor = list("melee" = 50, "bullet" = 25, "laser" = 20, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
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key_type = /obj/item/key
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integrity_failure = 70
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generic_pixel_x = 0
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generic_pixel_y = 4
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vehicle_move_delay = 1
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@@ -2,8 +2,10 @@
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name = "secway"
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desc = "A brave security cyborg gave its life to help you look like a complete tool."
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icon_state = "secway"
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max_integrity = 100
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armor = list("melee" = 20, "bullet" = 15, "laser" = 10, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
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key_type = /obj/item/key/security
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integrity_failure = 50
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generic_pixel_x = 0
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generic_pixel_y = 4
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vehicle_move_delay = 1
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@@ -8,6 +8,7 @@
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anchored = 0
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can_buckle = TRUE
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buckle_lying = FALSE
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max_integrity = 300
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armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
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var/key_type
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var/held_key_type //Similar to above, but the vehicle needs the key in hands as opposed to inserted into the ignition
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@@ -39,6 +40,16 @@
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. += "<span class='notice'>Put a key inside it by clicking it with the key.</span>"
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else
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. += "<span class='notice'>Alt-click [src] to remove the key.</span>"
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if(resistance_flags & ON_FIRE)
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. += "<span class='warning'>It's on fire!</span>"
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var/healthpercent = obj_integrity/max_integrity * 100
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switch(healthpercent)
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if(50 to 99)
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. += "It looks slightly damaged."
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if(25 to 50)
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. += "It appears heavily damaged."
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if(0 to 25)
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. += "<span class='warning'>It's falling apart!</span>"
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/obj/vehicle/attackby(obj/item/I, mob/user, params)
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if(key_type && !is_key(inserted_key) && is_key(I))
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Reference in New Issue
Block a user