mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 20:16:55 +01:00
@@ -26,7 +26,7 @@
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dat += "<I>The number after the spell name is the cooldown time.</I><BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=magicmissile'>Magic Missile</A> (10)<BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=fireball'>Fireball</A> (10)<BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=disintegrate'>Disintegrate</A> (60)<BR>"
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//dat += "<A href='byond://?src=\ref[src];spell_choice=disintegrate'>Disintegrate</A> (60)<BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=disabletech'>Disable Technology</A> (60)<BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=smoke'>Smoke</A> (10)<BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=blind'>Blind</A> (30)<BR>"
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@@ -38,8 +38,8 @@
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dat += "<A href='byond://?src=\ref[src];spell_choice=etherealjaunt'>Ethereal Jaunt</A> (60)<BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=knock'>Knock</A> (10)<BR>"
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dat += "<A href='byond://?src=\ref[src];spell_choice=horseman'>Curse of the Horseman</A> (15)<BR>"
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if(op)
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dat += "<A href='byond://?src=\ref[src];spell_choice=summonguns'>Summon Guns</A> (One time use, global spell)<BR>"
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// if(op)
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// dat += "<A href='byond://?src=\ref[src];spell_choice=summonguns'>Summon Guns</A> (One time use, global spell)<BR>"
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dat += "<HR>"
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dat += "<B>Artefacts:</B><BR>"
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dat += "Powerful items imbued with eldritch magics. Summoning one will count towards your maximum number of spells.<BR>"
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@@ -11,7 +11,6 @@
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req_admin_notify = 1
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access = list() //See get_access()
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minimal_access = list() //See get_access()
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alt_titles = list("Administrator")
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minimal_player_age = 14
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equip(var/mob/living/carbon/human/H)
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if(!H) return 0
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@@ -170,7 +170,6 @@
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selection_color = "#dddddd"
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access = list(access_maint_tunnels, access_mailsorting, access_cargo, access_cargo_bot, access_qm, access_mint, access_mining, access_mining_station)
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minimal_access = list(access_mining, access_mint, access_mining_station, access_mailsorting)
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alt_titles = list("Deep space miner")
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equip(var/mob/living/carbon/human/H)
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@@ -52,7 +52,7 @@
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selection_color = "#fff5cc"
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access = list(access_eva, access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction, access_atmospherics)
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minimal_access = list(access_engine, access_engine_equip, access_tech_storage, access_maint_tunnels, access_external_airlocks, access_construction)
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alt_titles = list("Technician","Maintenance technician","Engine technician","EVA technician","Electrician","Construction specialist")
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alt_titles = list("Maintenance Technician","Engine Technician","Electrician")
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equip(var/mob/living/carbon/human/H)
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@@ -74,6 +74,11 @@
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if("Medical Doctor")
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat(H), slot_wear_suit)
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if("Orderly")
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical/purple(H), slot_w_uniform)
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if("Nurse")
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/nursesuit(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/head/nursehat(H), slot_head)
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else
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H.equip_to_slot_or_del(new /obj/item/clothing/under/rank/medical(H), slot_w_uniform)
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H.equip_to_slot_or_del(new /obj/item/clothing/suit/storage/labcoat(H), slot_wear_suit)
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@@ -74,7 +74,7 @@
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selection_color = "#ffeeff"
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access = list(access_robotics, access_tox, access_tox_storage, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
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minimal_access = list(access_robotics, access_tech_storage, access_morgue, access_research) //As a job that handles so many corpses, it makes sense for them to have morgue access.
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alt_titles = list("Biomedical engineer","Mechatronic engineer")
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alt_titles = list("Biomedical Engineer","Mechatronic Engineer")
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equip(var/mob/living/carbon/human/H)
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if(!H) return 0
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@@ -325,10 +325,10 @@ var/global/datum/controller/occupations/job_master
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H.loc = S.loc
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if(H.mind)
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H.mind.assigned_role = rank
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H.mind.role_alt_title = null
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if (H.mind.role_alt_title)
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rank = H.mind.role_alt_title
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switch(rank)
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if("Cyborg")
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@@ -10,6 +10,8 @@
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var/on = 0
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color = "engineering" //Determines used sprites: rig[on]-[color] and rig[on]-[color]2 (lying down sprite)
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icon_action_button = "action_hardhat"
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heat_protection = HEAD
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max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
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attack_self(mob/user)
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if(!isturf(user.loc))
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@@ -42,7 +44,8 @@
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slowdown = 1
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armor = list(melee = 40, bullet = 5, laser = 20,energy = 5, bomb = 35, bio = 100, rad = 80)
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allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/storage/bag/ore,/obj/item/device/t_scanner,/obj/item/weapon/pickaxe, /obj/item/weapon/rcd)
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
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//Chief Engineer's rig
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/obj/item/clothing/head/helmet/space/rig/elite
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@@ -174,10 +174,12 @@
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switch(damagetype)
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if(BRUTE)
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damageoverlaytemp = 20
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if(organ.take_damage(damage, 0, sharp, used_weapon)) UpdateDamageIcon()
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if(organ.take_damage(damage, 0, sharp, used_weapon))
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UpdateDamageIcon()
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if(BURN)
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damageoverlaytemp = 20
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if(organ.take_damage(damage, 0, sharp, used_weapon)) UpdateDamageIcon()
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if(organ.take_damage(0, damage, sharp, used_weapon))
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UpdateDamageIcon()
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// Will set our damageoverlay icon to the next level, which will then be set back to the normal level the next mob.Life().
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@@ -121,7 +121,7 @@ proc/isorgan(A)
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return 0
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proc/hasorgans(A)
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return (ishuman(A) || ismonkey(A))
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return ishuman(A)
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/proc/hsl2rgb(h, s, l)
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return
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@@ -170,7 +170,7 @@ proc/hasorgans(A)
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zone = check_zone(zone)
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// you can only miss if your target is standing and not restrained
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if(!target.buckled && !target.lying)
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if(!target.buckled && !target.lying)
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var/miss_chance = max(10 + miss_chance_mod, 0)
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switch(zone)
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if("head")
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+1
-4
@@ -46,6 +46,7 @@
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#define SPACE_HELMET_MIN_COLD_PROTECITON_TEMPERATURE 2.0 //what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
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#define SPACE_SUIT_MIN_COLD_PROTECITON_TEMPERATURE 2.0 //what min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
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#define SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE 5000 //These need better heat protect
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#define FIRESUIT_MAX_HEAT_PROTECITON_TEMPERATURE 30000 //what max_heat_protection_temperature is set to for firesuit quality headwear. MUST NOT BE 0.
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#define FIRE_HELMET_MAX_HEAT_PROTECITON_TEMPERATURE 30000 //for fire helmet quality items (red and white hardhats)
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#define HELMET_MIN_COLD_PROTECITON_TEMPERATURE 160 //For normal helmets
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@@ -71,10 +72,6 @@
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// Factor of how fast mob nutrition decreases
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#define HUNGER_FACTOR 0.05
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#define REAGENTS_METABOLISM 0.04
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// By defining the effect multiplier this way, it'll exactly adjust
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// all effects according to how they originally were with the 0.4 metabolism
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#define REAGENTS_EFFECT_MULTIPLIER REAGENTS_METABOLISM / 0.4
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// How many units of reagent are consumed per tick, by default.
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#define REAGENTS_METABOLISM 0.4
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