mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 23:53:47 +01:00
Merge remote-tracking branch 'upstream/master' into mechastuff
# Conflicts: # icons/mob/screen_alert.dmi
This commit is contained in:
@@ -6,6 +6,8 @@
|
||||
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/obj/effect/mob_spawn
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name = "Unknown"
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density = TRUE
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||||
anchored = TRUE
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||||
icon = 'icons/effects/blood.dmi'
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||||
icon_state = "remains"
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||||
var/mob_type = null
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||||
@@ -26,13 +28,12 @@
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var/datum/disease/disease = null //Do they start with a pre-spawned disease?
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var/mob_color //Change the mob's color
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var/assignedrole
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density = TRUE
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anchored = TRUE
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var/banType = "lavaland"
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var/ghost_usable = TRUE
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/obj/effect/mob_spawn/attack_ghost(mob/user)
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if(ticker.current_state != GAME_STATE_PLAYING || !loc)
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if(ticker.current_state != GAME_STATE_PLAYING || !loc || !ghost_usable)
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return
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if(!uses)
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to_chat(user, "<span class='warning'>This spawner is out of charges!</span>")
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@@ -40,6 +41,8 @@
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if(jobban_isbanned(user, banType))
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to_chat(user, "<span class='warning'>You are jobanned!</span>")
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return
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if(QDELETED(src) || QDELETED(user))
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return
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var/ghost_role = alert("Become [mob_name]? (Warning, You can no longer be cloned!)",,"Yes","No")
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if(ghost_role == "No" || !loc)
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return
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@@ -50,7 +53,7 @@
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. = ..()
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if(instant || roundstart) //at some point we should probably re-introduce the (ticker && ticker.current_state > GAME_STATE_SETTING_UP) portion of this check, but for now it was preventing the corpses from spawning at roundstart and resulting in ghost role spawners that made dead bodies.
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create()
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else
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else if(ghost_usable)
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GLOB.poi_list |= src
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LAZYADD(GLOB.mob_spawners[name], src)
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@@ -305,7 +308,7 @@
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name = "sleeper"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "sleeper"
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flavour_text = "You are a space doctor!"
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flavour_text = "<span class='big bold'>You are a space doctor!</span>"
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assignedrole = "Space Doctor"
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/obj/effect/mob_spawn/human/doctor/alive/equip(mob/living/carbon/human/H)
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@@ -436,7 +439,7 @@
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name = "bartender sleeper"
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icon = 'icons/obj/Cryogenic2.dmi'
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icon_state = "sleeper"
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||||
flavour_text = "You are a space bartender!"
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||||
flavour_text = "<span class='big bold'>You are a space bartender!</span><b> Time to mix drinks and change lives.</b>"
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assignedrole = "Space Bartender"
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||||
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/datum/outfit/spacebartender
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@@ -556,4 +559,4 @@
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back = /obj/item/storage/backpack
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shoes = /obj/item/clothing/shoes/black
|
||||
suit = /obj/item/clothing/suit/armor/vest
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glasses = /obj/item/clothing/glasses/sunglasses/reagent
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glasses = /obj/item/clothing/glasses/sunglasses/reagent
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||||
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@@ -0,0 +1,475 @@
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// items
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/obj/item/storage/firstaid/ancient
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icon_state = "firstaid"
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desc = "A first aid kit with the ability to heal common types of injuries."
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/obj/item/storage/firstaid/ancient/New()
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..()
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new /obj/item/stack/medical/bruise_pack(src)
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new /obj/item/stack/medical/bruise_pack(src)
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||||
new /obj/item/stack/medical/bruise_pack(src)
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new /obj/item/stack/medical/bruise_pack(src)
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||||
new /obj/item/stack/medical/ointment(src)
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new /obj/item/stack/medical/ointment(src)
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new /obj/item/stack/medical/ointment(src)
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|
||||
/obj/item/card/id/away/old
|
||||
name = "A perfectly retrograde identification card"
|
||||
desc = "A perfectly retrograde identification card. Looks like it could use some flavor."
|
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icon = 'icons/obj/card.dmi'
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icon_state = "retro"
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||||
access = list(access_away01)
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||||
|
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/obj/item/card/id/away/old/sec
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name = "Security Officer ID"
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desc = "A clip on ID Badge, has one of those fancy new magnetic strips built in. This one is encoded for the Security Dept."
|
||||
icon_state = "retro_security"
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||||
|
||||
/obj/item/card/id/away/old/sci
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||||
name = "Scientist ID"
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desc = "A clip on ID Badge, has one of those fancy new magnetic strips built in. This one is encoded for the Science Dept."
|
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icon_state = "retro_research"
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|
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/obj/item/card/id/away/old/med
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name = "Medical ID"
|
||||
desc = "A clip on ID Badge, has one of those fancy new magnetic strips built in. This one is encoded for the Medical Dept."
|
||||
icon_state = "retro_medical"
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||||
|
||||
/obj/item/card/id/away/old/eng
|
||||
name = "Engineer ID"
|
||||
desc = "A clip on ID Badge, has one of those fancy new magnetic strips built in. This one is encoded for the Engineering Dept."
|
||||
icon_state = "retro_engineering"
|
||||
|
||||
/obj/item/card/id/away/old/apc
|
||||
name = "APC Access ID"
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||||
desc = "A special ID card that allows access to APC terminals."
|
||||
icon_state = "centcom_old"
|
||||
access = list(access_engine_equip)
|
||||
|
||||
/obj/item/storage/backpack/old
|
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max_combined_w_class = 12
|
||||
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// Equipment
|
||||
/obj/item/clothing/head/helmet/space/nasavoid/old
|
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name = "Engineering Void Helmet"
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desc = "A CentCom engineering dark red space suit helmet. While old and dusty, it still gets the job done."
|
||||
icon_state = "void-red"
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item_state = "void"
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||||
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/obj/item/clothing/suit/space/nasavoid/old
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name = "Engineering Voidsuit"
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icon_state = "void-red"
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item_state = "void"
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desc = "A CentCom engineering dark red space suit. Age has degraded the suit making is difficult to move around in."
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slowdown = 4
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allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/multitool)
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|
||||
/obj/item/clothing/head/helmet/old
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||||
name = "degrading helmet"
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||||
desc = "Standard issue security helmet. Due to degradation the helmet's visor obstructs the users ability to see long distances."
|
||||
tint = 2
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/old
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||||
name = "degrading armor vest"
|
||||
desc = "Older generation Type 1 armored vest. Due to degradation over time the vest is far less maneuverable to move in."
|
||||
icon_state = "armor"
|
||||
item_state = "armor"
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||||
slowdown = 1
|
||||
|
||||
/obj/item/gun/energy/laser/retro/old
|
||||
name ="laser gun"
|
||||
icon_state = "retro"
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||||
desc = "First generation lasergun, developed by Nanotrasen. Suffers from ammo issues but its unique ability to recharge its ammo without the need of a magazine helps compensate. You really hope someone has developed a better lasergun while you were in cryo."
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||||
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/old)
|
||||
ammo_x_offset = 3
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||||
|
||||
/obj/item/ammo_casing/energy/lasergun/old
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
e_cost = 200
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/gun/energy/e_gun/old
|
||||
name = "prototype energy gun"
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||||
desc = "NT-P:01 Prototype Energy Gun. Early stage development of a unique laser rifle that has multifaceted energy lens allowing the gun to alter the form of projectile it fires on command."
|
||||
icon_state = "protolaser"
|
||||
ammo_x_offset = 2
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||||
ammo_type = list(/obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/electrode/old)
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||||
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||||
/obj/item/ammo_casing/energy/electrode/old
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||||
e_cost = 1000
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||||
|
||||
// Papers
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||||
/obj/item/paper/fluff/ruins/oldstation
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||||
name = "Cryo Awakening Alert"
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||||
info = "<B>**WARNING**</B><BR><BR>Catastrophic damage sustained to station. Powernet exhausted to reawaken crew.<BR><BR>Immediate Objectives<br><br>1: Activate emergency power generator<br>2: Lift station lockdown on the bridge<br><br>Please locate the 'Damage Report' on the bridge for a detailed situation report."
|
||||
|
||||
/obj/item/paper/fluff/ruins/oldstation/damagereport
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||||
name = "Damage Report"
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||||
info = "<b>*Damage Report*</b><br><br><b>Alpha Station</b> - Destroyed<br><br><b>Beta Station</b> - Catastrophic Damage. Medical, destroyed. Atmospherics, partially destroyed. Engine Core, destroyed.<br><br><b>Charlie Station</b> - Intact. Loss of oxygen to eastern side of main corridor.<br><br><b>Delta Station</b> - Intact. <b>WARNING</b>: Unknown force occupying Delta Station. Intent unknown. Species unknown. Numbers unknown.<br><br>Recommendation - Reestablish station powernet via solar array. Reestablish station atmospherics system to restore air."
|
||||
|
||||
/obj/item/paper/fluff/ruins/oldstation/protosuit
|
||||
name = "B01-RIG Hardsuit Report"
|
||||
info = "<b>*Prototype Hardsuit*</b><br><br>The B01-RIG Hardsuit is a prototype powered exoskeleton. Based off of a recovered pre-void war era united Earth government powered military \
|
||||
exosuit, the RIG Hardsuit is a breakthrough in Hardsuit technology, and is the first post-void war era Hardsuit that can be safely used by an operator.<br><br>The B01 however suffers \
|
||||
a myriad of constraints. It is slow and bulky to move around, it lacks any significant armor plating against direct attacks and its internal heads up display is unfinished, \
|
||||
resulting in the user being unable to see long distances.<br><br>The B01 is unlikely to see any form of mass production, but will serve as a base for future Hardsuit developments."
|
||||
|
||||
/obj/item/paper/fluff/ruins/oldstation/protohealth
|
||||
name = "Health Analyser Report"
|
||||
info = "<b>*Health Analyser*</b><br><br>The portable Health Analyser is essentially a handheld variant of a health analyser. Years of research have concluded with this device which is \
|
||||
capable of diagnosing even the most critical, obscure or technical injuries any humanoid entity is suffering in an easy to understand format that even a non-trained health professional \
|
||||
can understand.<br><br>The health analyser is expected to go into full production as standard issue medical kit."
|
||||
|
||||
/obj/item/paper/fluff/ruins/oldstation/protogun
|
||||
name = "K14 Energy Gun Report"
|
||||
info = "<b>*K14-Multiphase Energy Gun*</b><br><br>The K14 Prototype Energy Gun is the first Energy Rifle that has been successfully been able to not only hold a larger ammo charge \
|
||||
than other gun models, but is capable of swapping between different energy projectile types on command with no incidents.<br><br>The weapon still suffers several drawbacks, its alternative, \
|
||||
non laser fire mode, can only fire one round before exhausting the energy cell, the weapon also remains prohibitively expensive, nonetheless NT Market Research fully believe this weapon \
|
||||
will form the backbone of our Energy weapon catalogue.<br><br>The K14 is expected to undergo revision to fix the ammo issues, the K15 is expected to replace the 'stun' setting with a \
|
||||
'disable' setting in an attempt to bypass the ammo issues."
|
||||
|
||||
/obj/item/paper/fluff/ruins/oldstation/protosing
|
||||
name = "Singularity Generator"
|
||||
info = "<b>*Singularity Generator*</b><br><br>Modern power generation typically comes in two forms, a Fusion Generator or a Fission Generator. Fusion provides the best space to power \
|
||||
ratio, and is typically seen on military or high security ships and stations, however Fission reactors require the usage of expensive, and rare, materials in its construction.. Fission generators are massive and bulky, and require a large reserve of uranium to power, however they are extremely cheap to operate and oft need little maintenance once \
|
||||
operational.<br><br>The Singularity aims to alter this, a functional Singularity is essentially a controlled Black Hole, a Black Hole that generates far more power than Fusion or Fission \
|
||||
generators can ever hope to produce. "
|
||||
|
||||
/obj/item/paper/fluff/ruins/oldstation/protoinv
|
||||
name = "Laboratory Inventory"
|
||||
info = "<b>*Inventory*</b><br><br>(1) Prototype Hardsuit<br><br>(1)Health Analyser<br><br>(1)Prototype Energy Gun<br><br>(1)Singularity Generation Disk<br><br><b>DO NOT REMOVE WITHOUT \
|
||||
THE CAPTAIN AND RESEARCH DIRECTOR'S AUTHORISATION</b>"
|
||||
|
||||
/obj/item/paper/fluff/ruins/oldstation/report
|
||||
name = "Crew Reawakening Report"
|
||||
info = "Artificial Program's report to surviving crewmembers.<br><br>Crew were placed into cryostasis on March 10th, 2445.<br><br>Crew were awoken from cryostasis around June, 2557.<br><br> \
|
||||
<b>SIGNIFICANT EVENTS OF NOTE</b><br>1: The primary radiation detectors were taken offline after 112 years due to power failure, secondary radiation detectors showed no residual \
|
||||
radiation on station. Deduction, primarily detector was malfunctioning and was producing a radiation signal when there was none.<br><br>2: A data burst from a nearby Nanotrasen Space \
|
||||
Station was received, this data burst contained research data that has been uploaded to our RnD labs.<br><br>3: Unknown invasion force has occupied Delta station."
|
||||
|
||||
/obj/item/paper/fluff/ruins/oldstation/generator_manual
|
||||
name = "S.U.P.E.R.P.A.C.M.A.N.-type portable generator manual"
|
||||
info = "You can barely make out a faded sentence... <br><br> Wrench down the generator on top of a wire node connected to either a SMES input terminal or the power grid."
|
||||
|
||||
|
||||
//Old Prototype Hardsuit
|
||||
/obj/item/clothing/head/helmet/space/hardsuit/ancient
|
||||
name = "prototype RIG hardsuit helmet"
|
||||
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
|
||||
icon_state = "hardsuit0-ancient"
|
||||
item_state = "anc_helm"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
|
||||
item_color = "ancient"
|
||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ancient
|
||||
name = "prototype RIG hardsuit"
|
||||
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
|
||||
icon_state = "hardsuit-ancient"
|
||||
item_state = "anc_hardsuit"
|
||||
armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
|
||||
slowdown = 3
|
||||
resistance_flags = FIRE_PROOF
|
||||
var/footstep = 1
|
||||
|
||||
/obj/item/clothing/suit/space/hardsuit/ancient/on_mob_move()
|
||||
var/mob/living/carbon/human/H = loc
|
||||
if(!istype(H) || H.wear_suit != src)
|
||||
return
|
||||
if(footstep > 1)
|
||||
playsound(src, 'sound/effects/servostep.ogg', 100, 1)
|
||||
footstep = 0
|
||||
else
|
||||
footstep++
|
||||
..()
|
||||
|
||||
// Chemical bottles
|
||||
/obj/item/reagent_containers/glass/bottle/aluminum
|
||||
name = "aluminum bottle"
|
||||
list_reagents = list("aluminum" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/hydrogen
|
||||
name = "hydrogen bottle"
|
||||
list_reagents = list("hydrogen" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/lithium
|
||||
name = "lithium bottle"
|
||||
list_reagents = list("lithium" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/carbon
|
||||
name = "carbon bottle"
|
||||
list_reagents = list("carbon" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/nitrogen
|
||||
name = "nitrogen bottle"
|
||||
list_reagents = list("nitrogen" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/oxygen
|
||||
name = "oxygen bottle"
|
||||
list_reagents = list("oxygen" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/fluorine
|
||||
name = "fluorine bottle"
|
||||
list_reagents = list("fluorine" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/sodium
|
||||
name = "sodium bottle"
|
||||
list_reagents = list("sodium" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/silicon
|
||||
name = "silicon bottle"
|
||||
list_reagents = list("silicon" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/phosphorus
|
||||
name = "phosphorus bottle"
|
||||
list_reagents = list("phosphorus" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/sulfur
|
||||
name = "sulfur bottle"
|
||||
list_reagents = list("sulfur" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/chlorine
|
||||
name = "chlorine bottle"
|
||||
list_reagents = list("chlorine" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/potassium
|
||||
name = "potassium bottle"
|
||||
list_reagents = list("potassium" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/iron
|
||||
name = "iron bottle"
|
||||
list_reagents = list("iron" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/copper
|
||||
name = "copper bottle"
|
||||
list_reagents = list("copper" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/mercury
|
||||
name = "mercury bottle"
|
||||
list_reagents = list("mercury" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/radium
|
||||
name = "radium bottle"
|
||||
list_reagents = list("radium" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/water
|
||||
name = "water bottle"
|
||||
list_reagents = list("water" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/ethanol
|
||||
name = "ethanol bottle"
|
||||
list_reagents = list("ethanol" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/sugar
|
||||
name = "sugar bottle"
|
||||
list_reagents = list("sugar" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/sacid
|
||||
name = "sulphuric acid bottle"
|
||||
list_reagents = list("sacid" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/welding_fuel
|
||||
name = "welding fuel bottle"
|
||||
list_reagents = list("fuel" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/silver
|
||||
name = "silver bottle"
|
||||
list_reagents = list("silver" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/iodine
|
||||
name = "iodine bottle"
|
||||
list_reagents = list("iodine" = 30)
|
||||
|
||||
/obj/item/reagent_containers/glass/bottle/bromine
|
||||
name = "bromine bottle"
|
||||
list_reagents = list("bromine" = 30)
|
||||
|
||||
// Engines
|
||||
/obj/structure/shuttle/engine/large
|
||||
name = "engine"
|
||||
opacity = 1
|
||||
icon = 'icons/obj/2x2.dmi'
|
||||
icon_state = "large_engine"
|
||||
desc = "A very large bluespace engine used to propel very large ships."
|
||||
bound_width = 64
|
||||
bound_height = 64
|
||||
appearance_flags = 0
|
||||
|
||||
// areas
|
||||
//Ruin of ancient Space Station
|
||||
|
||||
/area/ruin/space/ancientstation
|
||||
name = "Charlie Station Main Corridor"
|
||||
icon_state = "green"
|
||||
has_gravity = TRUE
|
||||
|
||||
/area/ruin/space/ancientstation/powered
|
||||
name = "Powered Tile"
|
||||
icon_state = "teleporter"
|
||||
requires_power = FALSE
|
||||
|
||||
/area/ruin/space/ancientstation/space
|
||||
name = "Exposed To Space"
|
||||
icon_state = "teleporter"
|
||||
has_gravity = FALSE
|
||||
|
||||
/area/ruin/space/ancientstation/atmo
|
||||
name = "Beta Station Atmospherics"
|
||||
icon_state = "red"
|
||||
has_gravity = FALSE
|
||||
|
||||
/area/ruin/space/ancientstation/betanorth
|
||||
name = "Beta Station North Corridor"
|
||||
icon_state = "blue"
|
||||
|
||||
/area/ruin/space/ancientstation/solar
|
||||
name = "Station Solar Array"
|
||||
icon_state = "panelsAP"
|
||||
|
||||
/area/ruin/space/ancientstation/engi
|
||||
name = "Charlie Station Engineering"
|
||||
icon_state = "engine"
|
||||
|
||||
/area/ruin/space/ancientstation/comm
|
||||
name = "Charlie Station Command"
|
||||
icon_state = "captain"
|
||||
|
||||
/area/ruin/space/ancientstation/hydroponics
|
||||
name = "Charlie Station Hydroponics"
|
||||
icon_state = "garden"
|
||||
|
||||
/area/ruin/space/ancientstation/kitchen
|
||||
name = "Charlie Station Kitchen"
|
||||
icon_state = "kitchen"
|
||||
|
||||
/area/ruin/space/ancientstation/sec
|
||||
name = "Charlie Station Security"
|
||||
icon_state = "red"
|
||||
|
||||
/area/ruin/space/ancientstation/deltacorridor
|
||||
name = "Delta Station Main Corridor"
|
||||
icon_state = "green"
|
||||
|
||||
/area/ruin/space/ancientstation/proto
|
||||
name = "Delta Station Prototype Lab"
|
||||
icon_state = "toxlab"
|
||||
|
||||
/area/ruin/space/ancientstation/rnd
|
||||
name = "Delta Station Research and Development"
|
||||
icon_state = "toxlab"
|
||||
|
||||
/area/ruin/space/ancientstation/hivebot
|
||||
name = "Hivebot Mothership"
|
||||
icon_state = "teleporter"
|
||||
|
||||
// Mob Spawners
|
||||
//Ancient cryogenic sleepers. Players become NT crewmen from a hundred year old space station, now on the verge of collapse.
|
||||
|
||||
/obj/effect/mob_spawn/human/oldsec
|
||||
name = "old cryogenics pod"
|
||||
desc = "A humming cryo pod. You can barely recognise a security uniform underneath the built up ice. The machine is attempting to wake up its occupant."
|
||||
mob_name = "a security officer"
|
||||
icon = 'icons/obj/Cryogenic2.dmi'
|
||||
icon_state = "sleeper"
|
||||
roundstart = FALSE
|
||||
death = FALSE
|
||||
random = TRUE
|
||||
mob_species = /datum/species/human
|
||||
flavour_text = "<span class='big bold'>You are a security officer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
|
||||
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
|
||||
Work as a team with your fellow survivors and do not abandon them.</b>"
|
||||
uniform = /obj/item/clothing/under/retro/security
|
||||
shoes = /obj/item/clothing/shoes/jackboots
|
||||
id = /obj/item/card/id/away/old/sec
|
||||
r_pocket = /obj/item/restraints/handcuffs
|
||||
l_pocket = /obj/item/flash
|
||||
assignedrole = "Ancient Crew"
|
||||
|
||||
/obj/effect/mob_spawn/human/oldsec/Destroy()
|
||||
new /obj/structure/showcase/machinery/oldpod/used(drop_location())
|
||||
return ..()
|
||||
|
||||
/obj/effect/mob_spawn/human/oldmed
|
||||
name = "old cryogenics pod"
|
||||
desc = "A humming cryo pod. You can barely recognise a medical uniform underneath the built up ice. The machine is attempting to wake up its occupant."
|
||||
mob_name = "a medical doctor"
|
||||
icon = 'icons/obj/Cryogenic2.dmi'
|
||||
icon_state = "sleeper"
|
||||
roundstart = FALSE
|
||||
death = FALSE
|
||||
random = TRUE
|
||||
mob_species = /datum/species/human
|
||||
flavour_text = "<span class='big bold'>You are a medical working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
|
||||
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
|
||||
Work as a team with your fellow survivors and do not abandon them.</b>"
|
||||
uniform = /obj/item/clothing/under/retro/medical
|
||||
shoes = /obj/item/clothing/shoes/black
|
||||
id = /obj/item/card/id/away/old/med
|
||||
l_pocket = /obj/item/stack/medical/ointment
|
||||
r_pocket = /obj/item/stack/medical/ointment
|
||||
assignedrole = "Ancient Crew"
|
||||
|
||||
/obj/effect/mob_spawn/human/oldmed/Destroy()
|
||||
new /obj/structure/showcase/machinery/oldpod/used(drop_location())
|
||||
return ..()
|
||||
|
||||
/obj/effect/mob_spawn/human/oldeng
|
||||
name = "old cryogenics pod"
|
||||
desc = "A humming cryo pod. You can barely recognise an engineering uniform underneath the built up ice. The machine is attempting to wake up its occupant."
|
||||
mob_name = "an engineer"
|
||||
icon = 'icons/obj/Cryogenic2.dmi'
|
||||
icon_state = "sleeper"
|
||||
roundstart = FALSE
|
||||
death = FALSE
|
||||
random = TRUE
|
||||
mob_species = /datum/species/human
|
||||
flavour_text = "<span class='big bold'>You are an engineer working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
|
||||
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
|
||||
Work as a team with your fellow survivors and do not abandon them.</b>"
|
||||
uniform = /obj/item/clothing/under/retro/engineering
|
||||
shoes = /obj/item/clothing/shoes/workboots
|
||||
id = /obj/item/card/id/away/old/eng
|
||||
gloves = /obj/item/clothing/gloves/color/fyellow/old
|
||||
l_pocket = /obj/item/tank/emergency_oxygen
|
||||
assignedrole = "Ancient Crew"
|
||||
|
||||
/obj/effect/mob_spawn/human/oldeng/Destroy()
|
||||
new /obj/structure/showcase/machinery/oldpod/used(drop_location())
|
||||
return ..()
|
||||
|
||||
/obj/effect/mob_spawn/human/oldsci
|
||||
name = "old cryogenics pod"
|
||||
desc = "A humming cryo pod. You can barely recognise a science uniform underneath the built up ice. The machine is attempting to wake up its occupant."
|
||||
mob_name = "a scientist"
|
||||
icon = 'icons/obj/Cryogenic2.dmi'
|
||||
icon_state = "sleeper"
|
||||
roundstart = FALSE
|
||||
death = FALSE
|
||||
random = TRUE
|
||||
mob_species = /datum/species/human
|
||||
flavour_text = "<span class='big bold'>You are a scientist working for Nanotrasen,</span><b> stationed onboard a state of the art research station. You vaguely recall rushing into a \
|
||||
cryogenics pod due to an oncoming radiation storm. The last thing you remember is the station's Artificial Program telling you that you would only be asleep for eight hours. As you open \
|
||||
your eyes, everything seems rusted and broken, a dark feeling swells in your gut as you climb out of your pod. \
|
||||
Work as a team with your fellow survivors and do not abandon them.</b>"
|
||||
uniform = /obj/item/clothing/under/retro/science
|
||||
shoes = /obj/item/clothing/shoes/laceup
|
||||
id = /obj/item/card/id/away/old/sci
|
||||
l_pocket = /obj/item/stack/medical/bruise_pack
|
||||
assignedrole = "Ancient Crew"
|
||||
|
||||
/obj/effect/mob_spawn/human/oldsci/Destroy()
|
||||
new /obj/structure/showcase/machinery/oldpod/used(drop_location())
|
||||
return ..()
|
||||
|
||||
/obj/structure/showcase/machinery/oldpod
|
||||
name = "damaged cryogenic pod"
|
||||
desc = "A damaged cryogenic pod long since lost to time, including its former occupant..."
|
||||
icon = 'icons/obj/Cryogenic2.dmi'
|
||||
icon_state = "sleeper-open"
|
||||
|
||||
/obj/structure/showcase/machinery/oldpod/used
|
||||
name = "opened cryogenic pod"
|
||||
desc = "A cryogenic pod that has recently discharged its occupant. The pod appears non-functional."
|
||||
@@ -48,8 +48,17 @@
|
||||
item_color="yellow"
|
||||
burn_state = FIRE_PROOF
|
||||
|
||||
New()
|
||||
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
|
||||
/obj/item/clothing/gloves/color/fyellow/New()
|
||||
..()
|
||||
siemens_coefficient = pick(0,0.5,0.5,0.5,0.5,0.75,1.5)
|
||||
|
||||
/obj/item/clothing/gloves/color/fyellow/old
|
||||
desc = "Old and worn out insulated gloves, hopefully they still work."
|
||||
name = "worn out insulated gloves"
|
||||
|
||||
/obj/item/clothing/gloves/color/fyellow/old/New()
|
||||
..()
|
||||
siemens_coefficient = pick(0,0,0,0.5,0.5,0.5,0.75)
|
||||
|
||||
/obj/item/clothing/gloves/color/black
|
||||
desc = "These gloves are fire-resistant."
|
||||
|
||||
@@ -96,6 +96,7 @@
|
||||
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
|
||||
H.do_attack_animation(C)
|
||||
visible_message("<span class='danger'>[C] has been touched with [src] by [H]!</span>")
|
||||
add_attack_logs(H, C, "Touched with stun gloves")
|
||||
C.Stun(stun_strength)
|
||||
C.Weaken(stun_strength)
|
||||
C.apply_effect(STUTTER, stun_strength)
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
//Let's keep clothing sorting clean. This is for all the oldstation clothes.
|
||||
|
||||
/obj/item/clothing/under/retro/security
|
||||
desc = "A (now) retro corporate security jumpsuit. It doesn't have any sort of robust fabric, good ol' NT cutting costs."
|
||||
name = "retro security officer's uniform"
|
||||
icon_state = "retro_sec"
|
||||
item_state = "retro_sec"
|
||||
item_color = "retro_sec"
|
||||
displays_id = 0
|
||||
flags_size = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/retro/medical
|
||||
desc = "A once biologically resistant medical uniform. The high-vis stripes are faded and unreflective."
|
||||
name = "retro medical officer's uniform"
|
||||
icon_state = "retro_med"
|
||||
item_state = "retro_med"
|
||||
item_color = "retro_med"
|
||||
displays_id = 0
|
||||
flags_size = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/retro/engineering
|
||||
desc = "A faded grimy engineering jumpsuit and overall combo. It's coated with oil, dust, and grit."
|
||||
name = "retro engineering uniform"
|
||||
icon_state = "retro_eng"
|
||||
item_state = "retro_eng"
|
||||
item_color = "retro_eng"
|
||||
displays_id = 0
|
||||
flags_size = ONESIZEFITSALL
|
||||
|
||||
/obj/item/clothing/under/retro/science
|
||||
desc = "A faded polo and set of distinct white slacks. What a ridiculous tie."
|
||||
name = "retro science officer's uniform"
|
||||
icon_state = "retro_sci"
|
||||
item_state = "retro_sci"
|
||||
item_color = "retro_sci"
|
||||
displays_id = 0
|
||||
flags_size = ONESIZEFITSALL
|
||||
@@ -135,7 +135,7 @@
|
||||
/obj/item/claymore/fluff/hit_reaction()
|
||||
return 0
|
||||
|
||||
/obj/item/fluff/rsik_katana //Xydonus: Rsik Ugsharki
|
||||
/obj/item/fluff/rsik_katana //Xydonus: Rsik Ugsharki Atan
|
||||
name = "ceremonial katana"
|
||||
desc = "A shimmering ceremonial golden katana, for the most discerning class of ninja. Looks expensive, and fragile."
|
||||
icon = 'icons/obj/custom_items.dmi'
|
||||
@@ -1020,6 +1020,26 @@
|
||||
flags = NODROP|BLOCKHAIR
|
||||
flags_inv = HIDEEARS
|
||||
|
||||
/obj/item/clothing/suit/hooded/hoodie/fluff/xydonus //Xydonus: Rsik Ugsharki Atan | Based off of the bomber jacket, but with a hood slapped on (for allowed suit storage)
|
||||
name = "custom fit bomber jacket"
|
||||
desc = "Made for Unathi who likes to show off their big horns."
|
||||
icon = 'icons/obj/custom_items.dmi'
|
||||
icon_state = "xydonus_jacket"
|
||||
ignore_suitadjust = 0
|
||||
hoodtype = /obj/item/clothing/head/hood/fluff/xydonus
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS
|
||||
allowed = list(/obj/item/flashlight,/obj/item/tank/emergency_oxygen,/obj/item/toy,/obj/item/storage/fancy/cigarettes,/obj/item/lighter)
|
||||
|
||||
/obj/item/clothing/head/hood/fluff/xydonus
|
||||
name = "custom fit hood"
|
||||
desc = "A hood with some horns <i>glued</i> to them, or something like that. Custom fit for a Unathi's head shape."
|
||||
icon = 'icons/obj/custom_items.dmi'
|
||||
icon_state = "xydonus_bomberhood"
|
||||
body_parts_covered = HEAD
|
||||
flags = NODROP|BLOCKHAIR
|
||||
flags_inv = HIDEEARS
|
||||
|
||||
//////////// Uniforms ////////////
|
||||
/obj/item/clothing/under/fluff/counterfeitguise_uniform // thatdanguy23 : Rissa Williams
|
||||
icon = 'icons/obj/custom_items.dmi'
|
||||
|
||||
@@ -28,7 +28,7 @@
|
||||
|
||||
/obj/machinery/mineral/ore_redemption/New()
|
||||
..()
|
||||
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TRANQUILLITE, MAT_TITANIUM, MAT_BLUESPACE),INFINITY)
|
||||
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TRANQUILLITE, MAT_TITANIUM, MAT_BLUESPACE), INFINITY, FALSE, /obj/item/stack)
|
||||
files = new /datum/research/smelter(src)
|
||||
component_parts = list()
|
||||
component_parts += new /obj/item/circuitboard/ore_redemption(null)
|
||||
|
||||
@@ -83,7 +83,7 @@
|
||||
|
||||
/obj/machinery/mineral/processing_unit/New()
|
||||
..()
|
||||
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TRANQUILLITE, MAT_TITANIUM, MAT_BLUESPACE), INFINITY)
|
||||
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TRANQUILLITE, MAT_TITANIUM, MAT_BLUESPACE), INFINITY, TRUE, /obj/item/stack)
|
||||
files = new /datum/research/smelter(src)
|
||||
|
||||
/obj/machinery/mineral/processing_unit/Destroy()
|
||||
|
||||
@@ -16,7 +16,7 @@
|
||||
|
||||
/obj/machinery/mineral/mint/New()
|
||||
..()
|
||||
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_PLASMA, MAT_SILVER, MAT_GOLD, MAT_URANIUM, MAT_DIAMOND, MAT_BANANIUM, MAT_TRANQUILLITE), MINERAL_MATERIAL_AMOUNT * 50)
|
||||
AddComponent(/datum/component/material_container, list(MAT_METAL, MAT_PLASMA, MAT_SILVER, MAT_GOLD, MAT_URANIUM, MAT_DIAMOND, MAT_BANANIUM, MAT_TRANQUILLITE), MINERAL_MATERIAL_AMOUNT * 50, FALSE, /obj/item/stack)
|
||||
|
||||
/obj/machinery/mineral/mint/process()
|
||||
var/turf/T = get_step(src, input_dir)
|
||||
|
||||
@@ -30,7 +30,9 @@ var/list/image/ghost_darkness_images = list() //this is a list of images for thi
|
||||
sight |= SEE_TURFS | SEE_MOBS | SEE_OBJS | SEE_SELF
|
||||
see_invisible = SEE_INVISIBLE_OBSERVER_AI_EYE
|
||||
see_in_dark = 100
|
||||
verbs += /mob/dead/observer/proc/dead_tele
|
||||
verbs += list(
|
||||
/mob/dead/observer/proc/dead_tele,
|
||||
/mob/dead/observer/proc/open_spawners_menu)
|
||||
|
||||
// Our new boo spell.
|
||||
AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/boo(null))
|
||||
@@ -678,3 +680,11 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
mind.transfer_to(new_char)
|
||||
else
|
||||
new_char.key = key
|
||||
|
||||
/mob/dead/observer/proc/open_spawners_menu()
|
||||
set name = "Mob spawners menu"
|
||||
set desc = "See all currently available ghost spawners"
|
||||
set category = "Ghost"
|
||||
|
||||
var/datum/spawners_menu/menu = new /datum/spawners_menu(src)
|
||||
menu.ui_interact(src)
|
||||
|
||||
@@ -281,6 +281,15 @@
|
||||
flags = RESTRICTED | WHITELISTED
|
||||
syllables = list("click","clack")
|
||||
|
||||
/datum/language/kidan/get_random_name()
|
||||
var/new_name = "[pick(list("Vrax", "Krek", "Vriz", "Zrik", "Zarak", "Click", "Zerk", "Drax", "Zven", "Drexx"))]"
|
||||
new_name += ", "
|
||||
new_name += "[pick(list("Noble", "Worker", "Scout", "Builder", "Farmer", "Gatherer", "Soldier", "Guard", "Prospector"))]"
|
||||
new_name += " of Clan "
|
||||
new_name += "[pick(list("Tristan", "Zarlan", "Clack", "Kkraz", "Zramn", "Orlan", "Zrax"))]" //I ran out of ideas after the first two tbh -_-
|
||||
return new_name
|
||||
|
||||
|
||||
/datum/language/slime
|
||||
name = "Bubblish"
|
||||
desc = "The language of slimes. It's a mixture of bubbling noises and pops. Very difficult to speak without mechanical aid for humans."
|
||||
|
||||
@@ -731,25 +731,22 @@
|
||||
|
||||
if(hasHUD(usr, "security") && setcriminal != "Cancel")
|
||||
found_record = 1
|
||||
var/their_name = R.fields["name"]
|
||||
var/their_rank = R.fields["rank"]
|
||||
if(R.fields["criminal"] == "*Execute*")
|
||||
to_chat(usr, "<span class='warning'>Unable to modify the sec status of a person with an active Execution order. Use a security computer instead.</span>")
|
||||
else
|
||||
else
|
||||
var/rank
|
||||
if(ishuman(usr))
|
||||
var/mob/living/carbon/human/U = usr
|
||||
R.fields["comments"] += "Set to [setcriminal] by [U.get_authentification_name()] ([U.get_assignment()]) on [current_date_string] [station_time_timestamp()] with comment: [t1]<BR>"
|
||||
if(isrobot(usr))
|
||||
rank = U.get_assignment()
|
||||
else if(isrobot(usr))
|
||||
var/mob/living/silicon/robot/U = usr
|
||||
R.fields["comments"] += "Set to [setcriminal] by [U.name] ([U.modtype] [U.braintype]) on [current_date_string] [station_time_timestamp()] with comment: [t1]<BR>"
|
||||
if(isAI(usr))
|
||||
var/mob/living/silicon/ai/U = usr
|
||||
R.fields["comments"] += "Set to [setcriminal] by [U.name] (artificial intelligence) on [current_date_string] [station_time_timestamp()] with comment: [t1]<BR>"
|
||||
|
||||
R.fields["criminal"] = setcriminal
|
||||
log_admin("[key_name_admin(usr)] set secstatus of [their_rank] [their_name] to [setcriminal], comment: [t1]")
|
||||
spawn()
|
||||
sec_hud_set_security_status()
|
||||
rank = "[U.modtype] [U.braintype]"
|
||||
else if(isAI(usr))
|
||||
rank = "AI"
|
||||
set_criminal_status(usr, R, setcriminal, t1, rank)
|
||||
break // Git out of the securiy records loop!
|
||||
if(found_record)
|
||||
break // Git out of the general records
|
||||
|
||||
if(!found_record)
|
||||
to_chat(usr, "<span class='warning'>Unable to locate a data core entry for this person.</span>")
|
||||
|
||||
@@ -32,24 +32,72 @@
|
||||
melee_damage_upper = 8
|
||||
attacktext = "bites"
|
||||
attack_sound = 'sound/weapons/bite.ogg'
|
||||
var/chirp_sound = 'sound/misc/nymphchirp.ogg' //used in emote
|
||||
|
||||
speed = 0
|
||||
stop_automated_movement = 0
|
||||
turns_per_move = 4
|
||||
|
||||
var/list/donors = list()
|
||||
var/ready_evolve = 0
|
||||
holder_type = /obj/item/holder/diona
|
||||
can_collar = 1
|
||||
can_collar = TRUE
|
||||
|
||||
a_intent = INTENT_HELP
|
||||
var/gestalt_alert = "merged with gestalt" //used in adding and clearing alert
|
||||
var/evolve_donors = 5 //amount of blood donors needed before evolving
|
||||
var/awareness_donors = 3 //amount of blood donors needed for understand language
|
||||
var/nutrition_need = 500 //amount of nutrition needed before evolving
|
||||
|
||||
var/datum/action/innate/diona/merge/merge_action = new()
|
||||
var/datum/action/innate/diona/evolve/evolve_action = new()
|
||||
var/datum/action/innate/diona/steal_blood/steal_blood_action = new()
|
||||
|
||||
/datum/action/innate/diona/merge
|
||||
name = "Merge with gestalt"
|
||||
icon_icon = 'icons/mob/human_races/r_diona.dmi'
|
||||
button_icon_state = "preview"
|
||||
|
||||
/datum/action/innate/diona/merge/Activate()
|
||||
var/mob/living/simple_animal/diona/user = owner
|
||||
user.merge()
|
||||
|
||||
/datum/action/innate/diona/evolve
|
||||
name = "Evolve"
|
||||
icon_icon = 'icons/obj/cloning.dmi'
|
||||
button_icon_state = "pod_1"
|
||||
|
||||
/datum/action/innate/diona/evolve/Activate()
|
||||
var/mob/living/simple_animal/diona/user = owner
|
||||
user.evolve()
|
||||
|
||||
/datum/action/innate/diona/steal_blood
|
||||
name = "Steal blood"
|
||||
icon_icon = 'icons/obj/bloodpack.dmi'
|
||||
button_icon_state = "full"
|
||||
|
||||
/datum/action/innate/diona/steal_blood/Activate()
|
||||
var/mob/living/simple_animal/diona/user = owner
|
||||
user.steal_blood()
|
||||
|
||||
/mob/living/simple_animal/diona/New()
|
||||
..()
|
||||
if(name == initial(name)) //To stop Pun-Pun becoming generic.
|
||||
name = "[name] ([rand(1, 1000)])"
|
||||
real_name = name
|
||||
|
||||
add_language("Rootspeak")
|
||||
verbs += /mob/living/simple_animal/diona/proc/merge
|
||||
merge_action.Grant(src)
|
||||
evolve_action.Grant(src)
|
||||
steal_blood_action.Grant(src)
|
||||
|
||||
/mob/living/simple_animal/diona/UnarmedAttack(var/atom/A)
|
||||
if(isdiona(A) && (src in A.contents)) //can't attack your gestalt
|
||||
visible_message("[src] wiggles around a bit.")
|
||||
else
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/diona/resist()
|
||||
..()
|
||||
split()
|
||||
|
||||
/mob/living/simple_animal/diona/attack_hand(mob/living/carbon/human/M)
|
||||
//Let people pick the little buggers up.
|
||||
@@ -57,88 +105,76 @@
|
||||
if(isdiona(M))
|
||||
to_chat(M, "You feel your being twine with that of [src] as it merges with your biomass.")
|
||||
to_chat(src, "You feel your being twine with that of [M] as you merge with its biomass.")
|
||||
verbs += /mob/living/simple_animal/diona/proc/split
|
||||
verbs -= /mob/living/simple_animal/diona/proc/merge
|
||||
throw_alert(gestalt_alert, /obj/screen/alert/nymph, new_master = src) //adds a screen alert that can call resist
|
||||
forceMove(M)
|
||||
else
|
||||
get_scooped(M)
|
||||
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/diona/proc/merge()
|
||||
set category = "Diona"
|
||||
set name = "Merge with gestalt"
|
||||
set desc = "Merge with another diona."
|
||||
|
||||
if(iscarbon(loc))
|
||||
verbs -= /mob/living/simple_animal/diona/proc/merge
|
||||
return
|
||||
if(stat != CONSCIOUS)
|
||||
return FALSE
|
||||
|
||||
var/list/choices = list()
|
||||
for(var/mob/living/carbon/C in view(1,src))
|
||||
|
||||
if(!(Adjacent(C)) || !(C.client))
|
||||
for(var/mob/living/carbon/human/H in view(1,src))
|
||||
if(!(Adjacent(H)) || !isdiona(H))
|
||||
continue
|
||||
choices += H
|
||||
|
||||
if(ishuman(C))
|
||||
var/mob/living/carbon/human/D = C
|
||||
if(isdiona(D))
|
||||
choices += C
|
||||
if(!choices.len)
|
||||
to_chat(src, "<span class='warning'>No suitable diona nearby.</span>")
|
||||
return FALSE
|
||||
|
||||
var/mob/living/M = input(src,"Who do you wish to merge with?") in null|choices
|
||||
|
||||
if(!M || !src || !(Adjacent(M)))
|
||||
return
|
||||
if(!M || !src || !(Adjacent(M)) || stat != CONSCIOUS) //input can take a while, so re-validate
|
||||
return FALSE
|
||||
|
||||
if(ishuman(M))
|
||||
if(isdiona(M))
|
||||
to_chat(M, "You feel your being twine with that of [src] as it merges with your biomass.")
|
||||
M.status_flags |= PASSEMOTES
|
||||
|
||||
to_chat(src, "You feel your being twine with that of [M] as you merge with its biomass.")
|
||||
forceMove(M)
|
||||
verbs += /mob/living/simple_animal/diona/proc/split
|
||||
verbs -= /mob/living/simple_animal/diona/proc/merge
|
||||
throw_alert(gestalt_alert, /obj/screen/alert/nymph, new_master = src) //adds a screen alert that can call resist
|
||||
return TRUE
|
||||
else
|
||||
return
|
||||
return FALSE
|
||||
|
||||
/mob/living/simple_animal/diona/proc/split()
|
||||
set category = "Diona"
|
||||
set name = "Split from gestalt"
|
||||
set desc = "Split away from your gestalt as a lone nymph."
|
||||
|
||||
if(!(iscarbon(loc)))
|
||||
verbs -= /mob/living/simple_animal/diona/proc/split
|
||||
return
|
||||
|
||||
if((stat != CONSCIOUS) || !isdiona(loc))
|
||||
return FALSE
|
||||
var/mob/living/carbon/human/D = loc
|
||||
T = get_turf(src)
|
||||
if(!T)
|
||||
return FALSE
|
||||
to_chat(loc, "You feel a pang of loss as [src] splits away from your biomass.")
|
||||
to_chat(src, "You wiggle out of the depths of [loc]'s biomass and plop to the ground.")
|
||||
forceMove(T)
|
||||
|
||||
var/hasMobs = FALSE
|
||||
for(var/atom/A in D.contents)
|
||||
if(istype(A, /mob/) || istype(A, /obj/item/holder))
|
||||
hasMobs = TRUE
|
||||
if(!hasMobs)
|
||||
D.status_flags &= ~PASSEMOTES
|
||||
|
||||
var/mob/living/M = loc
|
||||
clear_alert(gestalt_alert)
|
||||
return TRUE
|
||||
|
||||
forceMove(get_turf(src))
|
||||
verbs -= /mob/living/simple_animal/diona/proc/split
|
||||
verbs += /mob/living/simple_animal/diona/proc/merge
|
||||
|
||||
if(istype(M))
|
||||
for(var/atom/A in M.contents)
|
||||
if(istype(A, /mob/living/simple_animal/borer) || istype(A, /obj/item/holder))
|
||||
return
|
||||
M.status_flags &= ~PASSEMOTES
|
||||
|
||||
/mob/living/simple_animal/diona/verb/evolve()
|
||||
set category = "Diona"
|
||||
set name = "Evolve"
|
||||
set desc = "Grow to a more complex form."
|
||||
|
||||
if(donors.len < 5)
|
||||
/mob/living/simple_animal/diona/proc/evolve()
|
||||
if(stat != CONSCIOUS)
|
||||
return FALSE
|
||||
|
||||
if(donors.len < evolve_donors)
|
||||
to_chat(src, "<span class='warning'>You need more blood in order to ascend to a new state of consciousness...</span>")
|
||||
return
|
||||
return FALSE
|
||||
|
||||
if(nutrition < 500)
|
||||
if(nutrition < nutrition_need)
|
||||
to_chat(src, "<span class='warning'>You need to binge on weeds in order to have the energy to grow...</span>")
|
||||
return
|
||||
return FALSE
|
||||
|
||||
split()
|
||||
if(isdiona(loc) && !split()) //if it's merged with diona, needs to able to split before evolving
|
||||
return FALSE
|
||||
|
||||
visible_message("<span class='danger'>[src] begins to shift and quiver, and erupts in a shower of shed bark as it splits into a tangle of nearly a dozen new dionaea.</span>","<span class='danger'>You begin to shift and quiver, feeling your awareness splinter. All at once, we consume our stored nutrients to surge with growth, splitting into a tangle of at least a dozen new dionaea. We have attained our gestalt form.</span>")
|
||||
|
||||
var/mob/living/carbon/human/diona/adult = new(get_turf(loc))
|
||||
@@ -162,28 +198,33 @@
|
||||
unEquip(W)
|
||||
|
||||
qdel(src)
|
||||
return TRUE
|
||||
|
||||
/mob/living/simple_animal/diona/verb/steal_blood()
|
||||
set category = "Diona"
|
||||
set name = "Steal Blood"
|
||||
set desc = "Take a blood sample from a suitable donor."
|
||||
|
||||
/mob/living/simple_animal/diona/proc/steal_blood()
|
||||
if(stat != CONSCIOUS)
|
||||
return FALSE
|
||||
|
||||
var/list/choices = list()
|
||||
for(var/mob/living/carbon/human/H in oview(1,src))
|
||||
choices += H
|
||||
if(Adjacent(H) && H.dna && !(NO_BLOOD in H.dna.species.species_traits))
|
||||
choices += H
|
||||
|
||||
if(!choices.len)
|
||||
to_chat(src, "<span class='warning'>No suitable blood donors nearby.</span>")
|
||||
return FALSE
|
||||
|
||||
var/mob/living/carbon/human/M = input(src,"Who do you wish to take a sample from?") in null|choices
|
||||
|
||||
if(!M || !src)
|
||||
return
|
||||
if(!M || !src || !(Adjacent(M)) || stat != CONSCIOUS) //input can take a while, so re-validate
|
||||
return FALSE
|
||||
|
||||
if(NO_BLOOD in M.dna.species.species_traits)
|
||||
if(!M.dna || (NO_BLOOD in M.dna.species.species_traits))
|
||||
to_chat(src, "<span class='warning'>That donor has no blood to take.</span>")
|
||||
return
|
||||
return FALSE
|
||||
|
||||
if(donors.Find(M.real_name))
|
||||
to_chat(src, "<span class='warning'>That donor offers you nothing new.</span>")
|
||||
return
|
||||
return FALSE
|
||||
|
||||
visible_message("<span class='danger'>[src] flicks out a feeler and neatly steals a sample of [M]'s blood.</span>","<span class='danger'>You flick out a feeler and neatly steal a sample of [M]'s blood.</span>")
|
||||
donors += M.real_name
|
||||
@@ -195,13 +236,12 @@
|
||||
update_progression()
|
||||
|
||||
/mob/living/simple_animal/diona/proc/update_progression()
|
||||
if(!donors.len)
|
||||
return
|
||||
if(stat != CONSCIOUS || !donors.len)
|
||||
return FALSE
|
||||
|
||||
if(donors.len == 5)
|
||||
ready_evolve = 1
|
||||
if(donors.len == evolve_donors)
|
||||
to_chat(src, "<span class='noticealien'>You feel ready to move on to your next stage of growth.</span>")
|
||||
else if(donors.len == 3)
|
||||
else if(donors.len == awareness_donors)
|
||||
universal_understand = 1
|
||||
to_chat(src, "<span class='noticealien'>You feel your awareness expand, and realize you know how to understand the creatures around you.</span>")
|
||||
else
|
||||
@@ -219,7 +259,7 @@
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/diona/emote(act, m_type=1, message = null)
|
||||
if(stat)
|
||||
if(stat != CONSCIOUS)
|
||||
return
|
||||
|
||||
var/on_CD = 0
|
||||
@@ -237,6 +277,6 @@
|
||||
if("chirp")
|
||||
message = "<B>\The [src]</B> chirps!"
|
||||
m_type = 2 //audible
|
||||
playsound(src, 'sound/misc/nymphchirp.ogg', 40, 1, 1)
|
||||
playsound(src, chirp_sound, 40, 1, 1)
|
||||
|
||||
..(act, m_type, message)
|
||||
@@ -115,7 +115,7 @@
|
||||
#define CHARS_PER_LINE 5
|
||||
#define FONT_SIZE "5pt"
|
||||
#define FONT_COLOR "#09f"
|
||||
#define FONT_STYLE "Arial Black"
|
||||
#define FONT_STYLE "Small Fonts"
|
||||
|
||||
/obj/machinery/treadmill_monitor
|
||||
name = "Treadmill Monitor"
|
||||
@@ -126,6 +126,7 @@
|
||||
density = 0
|
||||
maptext_height = 26
|
||||
maptext_width = 32
|
||||
maptext_y = -1
|
||||
|
||||
var/on = 0 // if we should be metering or not
|
||||
var/id = null // id of treadmill
|
||||
@@ -200,6 +201,8 @@
|
||||
//Checks to see if there's 1 line or 2, adds text-icons-numbers/letters over display
|
||||
// Stolen from status_display
|
||||
/obj/machinery/treadmill_monitor/proc/update_display(var/line1, var/line2)
|
||||
line1 = uppertext(line1)
|
||||
line2 = uppertext(line2)
|
||||
var/new_text = {"<div style="font-size:[FONT_SIZE];color:[FONT_COLOR];font:'[FONT_STYLE]';text-align:center;" valign="top">[line1]<br>[line2]</div>"}
|
||||
if(maptext != new_text)
|
||||
maptext = new_text
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
/obj/machinery/r_n_d/New()
|
||||
materials = AddComponent(/datum/component/material_container,
|
||||
list(MAT_METAL, MAT_GLASS, MAT_SILVER, MAT_GOLD, MAT_DIAMOND, MAT_PLASMA, MAT_URANIUM, MAT_BANANIUM, MAT_TRANQUILLITE, MAT_TITANIUM, MAT_BLUESPACE, MAT_PLASTIC), 0,
|
||||
FALSE, list(/obj/item/stack, /obj/item/stack/ore/bluespace_crystal), CALLBACK(src, .proc/is_insertion_ready), CALLBACK(src, .proc/AfterMaterialInsert))
|
||||
TRUE, /obj/item/stack, CALLBACK(src, .proc/is_insertion_ready), CALLBACK(src, .proc/AfterMaterialInsert))
|
||||
materials.precise_insertion = TRUE
|
||||
..()
|
||||
wires["Red"] = 0
|
||||
|
||||
Reference in New Issue
Block a user