Committing fixes to code for examining mobs. Burn damage wasn't showing properly on some mobs. Fixed grammar, icons and stuff.

Added some  stylesheet classes. Approved by Urist. If you're adding game text, please use the class that best describes the text. This way all the text formatting can be edited from the stylesheet rather than traipsing through the code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start climbing this mountain?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
elly1989@rocketmail.com
2012-03-02 16:07:32 +00:00
parent 96aa64be5d
commit 9859a0b52f
39 changed files with 1162 additions and 1071 deletions
+2
View File
@@ -1,4 +1,6 @@
/mob/dead/observer
name = "ghost"
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
icon = 'mob.dmi'
icon_state = "ghost"
layer = 4
+1 -1
View File
@@ -1,5 +1,5 @@
/mob/living/silicon/robot
name = "Robot"
name = "Cyborg"
icon = 'robots.dmi'//
icon_state = "robot"
health = 300
+67 -86
View File
@@ -1,6 +1,6 @@
/obj/structure/closet
name = "Closet"
desc = "It's a closet!"
name = "closet"
desc = "It's a basic storage unit."
icon = 'closet.dmi'
icon_state = "closed"
density = 1
@@ -14,14 +14,14 @@
var/lastbang
/obj/structure/closet/acloset
name = "Strange closet"
name = "strange closet"
desc = "It looks alien!"
icon_state = "acloset"
icon_closed = "acloset"
icon_opened = "aclosetopen"
/obj/structure/closet/cabinet
name = "Cabinet"
name = "cabinet"
desc = "Old will forever be in fashion."
icon_state = "cabinet_closed"
icon_closed = "cabinet_closed"
@@ -36,12 +36,12 @@
anchored = 0
/obj/structure/closet/gmcloset
name = "Formal closet"
desc = "A bulky (yet mobile) closet. Comes with formal clothes"
name = "formal closet"
desc = "It's a storage unit for formal clothing."
/obj/structure/closet/emcloset
name = "Emergency Closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a gasmask and o2 tank for emergencies."
name = "emergency closet"
desc = "It's a storage unit for emergency breathmasks and o2 tanks."
icon_state = "emergency"
icon_closed = "emergency"
icon_opened = "emergencyopen"
@@ -49,15 +49,15 @@
/obj/structure/closet/emcloset/legacy
/obj/structure/closet/firecloset
name = "Fire Closet"
desc = "A bulky (yet mobile) closet. Comes with supplies to fight fire."
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "firecloset"
icon_closed = "firecloset"
icon_opened = "fireclosetopen"
/obj/structure/closet/hydrant //wall mounted fire closet
name = "Fire Closet"
desc = "A wall mounted closet which comes with supplies to fight fire."
name = "fire-safety closet"
desc = "It's a storage unit for fire-fighting supplies."
icon_state = "hydrant"
icon_closed = "hydrant"
icon_opened = "hydrant_open"
@@ -66,8 +66,8 @@
wall_mounted = 1
/obj/structure/closet/medical_wall //wall mounted medical closet
name = "First Aid Closet"
desc = "A wall mounted closet which should have some first aid."
name = "first-aid closet"
desc = "It's wall-mounted storage unit for first aid supplies."
icon_state = "medical_wall"
icon_closed = "medical_wall"
icon_opened = "medical_wall_open"
@@ -75,55 +75,52 @@
density = 0
wall_mounted = 1
/obj/structure/closet/toolcloset
name = "Tool Closet"
desc = "A bulky (yet mobile) closet. Contains tools."
name = "tool closet"
desc = "It's a storage unit for tools."
icon_state = "toolcloset"
icon_closed = "toolcloset"
icon_opened = "toolclosetopen"
/obj/structure/closet/radiation
desc = "A closet with a radiation sign on it."
name = "Level 2 Radiation Suit"
name = "radiation suit closet"
desc = "It's a storage unit for rad-protective suits."
icon_state = "radsuitcloset"
icon_opened = "toolclosetopen"
icon_closed = "radsuitcloset"
/obj/structure/closet/jcloset
name = "Custodial Closet"
desc = "A bulky (yet mobile) closet. Comes with janitor's clothes and gear."
name = "custodial closet"
desc = "It's a storage unit for janitorial clothes and gear."
/obj/structure/closet/lawcloset
name = "Legal Closet"
desc = "A bulky (yet mobile) closet. Comes with lawyer apparel and items."
name = "legal closet"
desc = "It's a storage unit for courtroom apparel and items."
/obj/structure/closet/coffin
name = "coffin"
desc = "A burial receptacle for the dearly departed."
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
icon_closed = "coffin"
icon_opened = "coffin_open"
/obj/structure/closet/bombcloset
name = "EOD closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bombsuit"
icon_closed = "bombsuit"
icon_opened = "bombsuitopen"
/obj/structure/closet/bombclosetsecurity
name = "EOD closet"
desc = "A bulky (yet mobile) closet. Comes prestocked with a level 4 bombsuit."
name = "\improper EOD closet"
desc = "It's a storage unit for explosion-protective suits."
icon_state = "bombsuitsec"
icon_closed = "bombsuitsec"
icon_opened = "bombsuitsecopen"
/obj/structure/closet/l3closet
name = "Level 3 Biohazard Suit"
desc = "A bulky (yet mobile) closet. Comes prestocked with level 3 biohazard gear for emergencies."
name = "level-3 biohazard suit closet"
desc = "It's a storage unit for level-3 biohazard gear."
icon_state = "bio"
icon_closed = "bio"
icon_opened = "bioopen"
@@ -154,164 +151,148 @@
icon_opened = "bio_scientistopen"
/obj/structure/closet/syndicate
name = "Weapons Closet"
name = "armoury closet"
desc = "Why is this here?"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/syndicate/personal
desc = "Gear preperations closet."
desc = "It's a storage unit for operative gear."
/obj/structure/closet/syndicate/nuclear
desc = "Nuclear preperations closet."
desc = "It's a storage unit for nuclear-operative gear."
// Inserting the gimmick clothing stuff here for generic items, IE Tacticool stuff
/obj/structure/closet/gimmick
name = "Administrative Supply Closet"
name = "administrative supply closet"
desc = "It's a storage unit for things that have no right being here."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Closet of things that have no right being here."
anchored = 0
/obj/structure/closet/gimmick/russian
name = "Russian Surplus"
name = "russian surplus closet"
desc = "It's a storage unit for Russian standard-issue surplus."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Russian Surplus Closet"
/obj/structure/closet/gimmick/tacticool
name = "Tacticool Gear"
name = "tacticool gear closet"
desc = "It's a storage unit for Tacticool gear."
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
desc = "Tacticool Gear Closet"
/obj/structure/closet/thunderdome
name = "\improper Thunderdome closet"
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
name = "Thunderdome closet."
anchored = 1
/obj/structure/closet/thunderdome/tdred
desc = "Everything you need!"
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
name = "Thunderdome closet."
name = "red-team Thunderdome closet"
/obj/structure/closet/thunderdome/tdgreen
desc = "Everything you need!"
name = "green-team Thunderdome closet"
icon_state = "syndicate1"
icon_closed = "syndicate1"
icon_opened = "syndicate1open"
name = "Thunderdome closet."
/obj/structure/closet/malf/suits
desc = "Gear preparations closet."
desc = "It's a storage unit for operational gear."
icon_state = "syndicate"
icon_closed = "syndicate"
icon_opened = "syndicateopen"
/obj/structure/closet/wardrobe
desc = "A bulky (yet mobile) wardrobe closet. Comes prestocked with 6 changes of clothes."
name = "Wardrobe"
name = "wardrobe"
desc = "It's a storage unit for standard-issue Nanotrasen attire."
icon_state = "blue"
icon_closed = "blue"
/obj/structure/closet/wardrobe/black
name = "Black Wardrobe"
desc = "Contains black jumpsuits."
name = "black wardrobe"
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/chaplain_black
name = "Chaplain Wardrobe"
desc = "Closet of basic chaplain clothes."
name = "chapel wardrobe"
desc = "It's a storage unit for Nanotrasen-approved religious attire."
icon_state = "black"
icon_closed = "black"
/obj/structure/closet/wardrobe/green
name = "Green Wardrobe"
desc = "Contains green jumpsuits."
name = "green wardrobe"
icon_state = "green"
icon_closed = "green"
/obj/structure/closet/wardrobe/mixed
name = "Mixed Wardrobe"
desc = "This appears to contain several different sets of clothing."
name = "mixed wardrobe"
icon_state = "mixed"
icon_closed = "mixed"
/obj/structure/closet/wardrobe/orange
name = "Prisoners Wardrobe"
desc = "Contains orange jumpsuits."
name = "prison wardrobe"
desc = "It's a storage unit for Nanotrasen-regulation prisoner attire."
icon_state = "orange"
icon_closed = "orange"
/obj/structure/closet/wardrobe/pink
name = "Pink Wardrobe"
desc = "Contains pink jumpsuits."
name = "pink wardrobe"
icon_state = "pink"
icon_closed = "pink"
/obj/structure/closet/wardrobe/red
name = "Security Wardrobe"
desc = "Contains security officer jumpsuits."
name = "security wardrobe"
icon_state = "red"
icon_closed = "red"
/obj/structure/closet/wardrobe/white
name = "White Wardrobe"
desc = "Contains white jumpsuits."
name = "white wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/toxins_white
name = "Toxins Wardrobe"
desc = "Contains toxins jumpsuits."
name = "toxins wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/genetics_white
name = "Genetics Wardrobe"
desc = "Contains genetics jumpsuits."
name = "genetics wardrobe"
icon_state = "white"
icon_closed = "white"
/obj/structure/closet/wardrobe/yellow
name = "Yellow Wardrobe"
desc = "Contains yellow jumpsuits."
name = "yellow wardrobe"
icon_state = "wardrobe-y"
icon_closed = "wardrobe-y"
/obj/structure/closet/wardrobe/engineering_yellow
name = "Engineering Wardrobe"
desc = "Contains engineering jumpsuits."
name = "engineering wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/atmospherics_yellow
name = "Atmospherics Wardrobe"
desc = "Contains atmospheric jumpsuits."
name = "atmospherics wardrobe"
icon_state = "yellow"
icon_closed = "yellow"
/obj/structure/closet/wardrobe/grey
name = "Grey Wardrobe"
desc = "Contains grey jumpsuits."
name = "grey wardrobe"
icon_state = "grey"
icon_closed = "grey"
/obj/structure/closet/secure_closet
desc = "An immobile card-locked storage closet."
name = "Security Locker"
name = "secure locker"
desc = "It's an immobile card-locked storage unit."
icon = 'closet.dmi'
icon_state = "secure1"
density = 1
@@ -329,7 +310,7 @@
/obj/structure/closet/secure_closet/medical_wall
name = "First Aid Closet"
desc = "A wall mounted closet which --should-- contain medical supplies."
desc = "It's a secure wall-mounted storage unit for first aid supplies."
icon_state = "medical_wall_locked"
icon_closed = "medical_wall_unlocked"
icon_locked = "medical_wall_locked"
@@ -342,8 +323,8 @@
req_access = list(access_medical)
/obj/structure/closet/secure_closet/personal
desc = "The first card swiped gains control."
name = "Personal Closet"
desc = "It's a secure locker for personell. The first card swiped gains control."
name = "personal closet"
/obj/structure/closet/secure_closet/personal/cabinet
icon_state = "cabinetdetective_locked"
@@ -354,7 +335,7 @@
icon_off = "cabinetdetective_broken"
/obj/structure/closet/secure_closet/personal/patient
name = "Patient's closet"
name = "patient's closet"
/obj/structure/closet/secure_closet/wall
name = "wall locker"
+17 -16
View File
@@ -2,6 +2,7 @@
/obj/item/clothing/gloves
name = "gloves"
gender = PLURAL //Carn: for grammarically correct text-parsing
w_class = 2.0
icon = 'gloves.dmi'
protective_temperature = 400
@@ -14,7 +15,7 @@
/obj/item/clothing/gloves/boxing
name = "Boxing Gloves"
name = "boxing gloves"
desc = "Because you really needed another excuse to punch your crewmates."
icon_state = "boxing"
item_state = "boxing"
@@ -32,7 +33,7 @@
item_state = "boxingyellow"
/obj/item/clothing/gloves/white
name = "White Gloves"
name = "white gloves"
desc = "These look pretty fancy."
icon_state = "latex"
item_state = "lgloves"
@@ -43,7 +44,7 @@
/obj/item/clothing/gloves/black
desc = "These gloves are fire-resistant."
name = "Black Gloves"
name = "black gloves"
icon_state = "black"
item_state = "bgloves"
color="brown"
@@ -65,7 +66,7 @@
siemens_coefficient = 1.0
/obj/item/clothing/gloves/latex
name = "Latex Gloves"
name = "latex gloves"
desc = "Sterile latex gloves."
icon_state = "latex"
item_state = "lgloves"
@@ -80,7 +81,7 @@
/obj/item/clothing/gloves/swat
desc = "These tactical gloves are somewhat fire and impact-resistant."
name = "SWAT Gloves"
name = "\improper SWAT Gloves"
icon_state = "black"
item_state = "swat_gl"
siemens_coefficient = 0
@@ -136,14 +137,14 @@
/obj/item/clothing/gloves/captain
desc = "Regal blue gloves, with a nice gold trim. Swanky."
name = "Captain Gloves"
name = "captain's gloves"
icon_state = "captain"
item_state = "egloves"
color = "captain"
/obj/item/clothing/gloves/botanic_leather
desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin."
name = "botanic leather gloves"
name = "botanist's leather gloves"
icon_state = "leather"
item_state = "ggloves"
siemens_coefficient = 0.50
@@ -152,21 +153,21 @@
heat_transfer_coefficient = 0.70
/obj/item/clothing/gloves/orange
name = "Orange Gloves"
name = "orange gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "orange"
item_state = "orangegloves"
color="orange"
/obj/item/clothing/gloves/red
name = "Red Gloves"
name = "red gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "red"
item_state = "redgloves"
color = "red"
/obj/item/clothing/gloves/rainbow
name = "Rainbow Gloves"
name = "rainbow gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "rainbow"
item_state = "rainbowgloves"
@@ -176,28 +177,28 @@
color = "clown"
/obj/item/clothing/gloves/blue
name = "Blue Gloves"
name = "blue gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "blue"
item_state = "bluegloves"
color="blue"
/obj/item/clothing/gloves/purple
name = "Purple Gloves"
name = "purple gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "purple"
item_state = "purplegloves"
color="purple"
/obj/item/clothing/gloves/green
name = "Green Gloves"
name = "green gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "green"
item_state = "greengloves"
color="green"
/obj/item/clothing/gloves/grey
name = "Grey Gloves"
name = "grey gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "gray"
item_state = "graygloves"
@@ -210,14 +211,14 @@
color = "hop" //Exists for washing machines. Is not different from gray gloves in any way.
/obj/item/clothing/gloves/light_brown
name = "Light Brown Gloves"
name = "light brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "lightbrown"
item_state = "lightbrowngloves"
color="light brown"
/obj/item/clothing/gloves/brown
name = "Brown Gloves"
name = "brown gloves"
desc = "A pair of gloves, they don't look special in any way."
icon_state = "brown"
item_state = "browngloves"
+41 -39
View File
@@ -6,8 +6,8 @@
var/list/allowed = list()
/obj/item/clothing/head/cakehat
name = "cakehat"
desc = "It is a cakehat!"
name = "cake-hat"
desc = "It's tasty looking!"
icon_state = "cake0"
var/onfire = 0.0
var/status = 0
@@ -15,16 +15,16 @@
var/fire_resist = T0C+1300 //this is the max temp it can stand before you start to cook. although it might not burn away, you take damage
/obj/item/clothing/head/caphat
name = "Captain's hat"
name = "captain's hat"
icon_state = "captain"
desc = "It's good being the king."
flags = FPRINT|TABLEPASS|SUITSPACE
item_state = "caphat"
/obj/item/clothing/head/centhat
name = "Cent. Comm. hat"
name = "\improper CentComm. hat"
icon_state = "centcom"
desc = "It's even better to be the emperor."
desc = "It's good to be emperor."
flags = FPRINT|TABLEPASS|SUITSPACE
item_state = "centhat"
@@ -36,35 +36,36 @@
item_state = "pwig"
/obj/item/clothing/head/that
name = "Top hat"
desc = "An amish looking hat."
name = "top-hat"
desc = "It's an amish looking hat."
icon_state = "tophat"
item_state = "that"
flags = FPRINT|TABLEPASS
/obj/item/clothing/head/chefhat
name = "Chef's Hat"
name = "chef's hat"
desc = "It's a hat used by chefs to keep hair out of your food. Judging by the food in the mess, they don't work."
icon_state = "chef"
item_state = "chef"
desc = "The commander in chef's head wear."
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/redcoat
name = "Redcoat hat"
name = "redcoat's hat"
icon_state = "redcoat"
desc = "I guess it's a redhead."
desc = "<i>'I guess it's a redhead.'</i>"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/mailman
name = "Mailman Hat"
name = "mailman's hat"
icon_state = "mailman"
desc = "Right-on-time mail service head wear."
desc = "<i>'Right-on-time'</i> mail service head wear."
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/plaguedoctorhat
name = "Plague doctor's hat"
desc = "Once used by Plague doctors. Now useless."
name = "plague doctor's hat"
desc = "These were once used by Plague doctors. They're pretty much useless."
icon_state = "plaguedoctor"
flags = FPRINT | TABLEPASS
permeability_coefficient = 0.01
@@ -90,8 +91,8 @@
flags_inv = HIDEEARS|HIDEEYES
/obj/item/clothing/head/helmet/warden
name = "Warden Hat"
desc = "A special helmet issued to the Warden of a securiy force. Protects the head from impacts."
name = "warden's hat"
desc = "It's a special helmet issued to the Warden of a securiy force. Protects the head from impacts."
icon_state = "policehelm"
flags_inv = 0
@@ -104,22 +105,23 @@
flags_inv = 0
/obj/item/clothing/head/secsoft
name = "Soft Cap"
desc = "A baseball hat in tasteful red."
name = "soft cap"
desc = "It's baseball hat in tasteful red colour."
icon_state = "secsoft"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
item_state = "helmet"
/obj/item/clothing/head/cargosoft
name = "Cargo cap"
desc = "A baseball hat in tasteless yellow."
name = "cargo cap"
desc = "It's a baseball hat in a tasteless yellow colour."
icon_state = "cargosoft"
flags = FPRINT|TABLEPASS|HEADCOVERSEYES
item_state = "helmet"
var/flipped = 0
/obj/item/clothing/head/syndicatefake
name = "red space helmet replica"
name = "red space-helmet replica"
desc = "It's a very convincing replica."
icon_state = "syndicate"
item_state = "syndicate"
desc = "A plastic replica of a syndicate agent's space helmet, you'll look just like a real murderous syndicate agent in this! This is a toy, it is not made for use in space!"
@@ -128,8 +130,8 @@
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
/obj/item/clothing/head/helmet/swat
name = "swat helmet"
desc = "Used by highly trained Swat Members."
name = "\improper SWAT helmet"
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
item_state = "swat"
@@ -137,8 +139,8 @@
flags_inv = HIDEEARS|HIDEEYES
/obj/item/clothing/head/helmet/thunderdome
name = "Thunderdome helmet"
desc = "Let the battle commence!"
name = "\improper Thunderdome helmet"
desc = "<i>'Let the battle commence!'</i>"
icon_state = "thunderdome"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
item_state = "thunderdome"
@@ -161,8 +163,8 @@
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
/obj/item/clothing/head/helmet/that
name = "Sturdy Top hat"
desc = "An amish looking armored top hat."
name = "sturdy top-hat"
desc = "It's an amish looking armored top hat."
icon_state = "tophat"
item_state = "that"
flags = FPRINT|TABLEPASS
@@ -170,8 +172,8 @@
flags_inv = 0
/obj/item/clothing/head/helmet/greenbandana
name = "Green Bandana"
desc = "A green bandana with some fine nanotech lining."
name = "green bandana"
desc = "It's a green bandana with some fine nanotech lining."
icon_state = "greenbandana"
item_state = "greenbandana"
flags = FPRINT|TABLEPASS
@@ -179,8 +181,8 @@
flags_inv = 0
/obj/item/clothing/head/helmet/riot
name = "Riot Helmet"
desc = "A helmet specifically designed to protect against close range attacks."
name = "riot helmet"
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADCOVERSEYES
@@ -188,28 +190,28 @@
flags_inv = HIDEEARS
/obj/item/clothing/head/helmet/cap
name = "Captain's cap"
desc = "For irresponsible Captains."
name = "captain's cap"
desc = "You fear to wear it for the negligence it brings."
icon_state = "capcap"
flags = FPRINT|TABLEPASS|SUITSPACE
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 0, rad = 0)
flags_inv = 0
/obj/item/clothing/head/chaplain_hood
name = "Chaplain's hood"
desc = "A hood that covers the head. Keeps you warm during the space winters."
name = "chaplain's hood"
desc = "It's hood that covers the head. It keeps you warm during the space winters."
icon_state = "chaplain_hood"
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
/obj/item/clothing/head/hasturhood
name = "Hastur's Hood"
desc = "This hood is unspeakably stylish"
name = "hastur's hood"
desc = "It's unspeakably stylish"
icon_state = "hasturhood"
flags = FPRINT|TABLEPASS|HEADSPACE|HEADCOVERSEYES|BLOCKHAIR
/obj/item/clothing/head/nursehat
name = "Nurse Hat"
desc = "For quick identification of trained medical personnel."
name = "nurse's hat"
desc = "It allows quick identification of trained medical personnel."
icon_state = "nursehat"
flags = FPRINT|TABLEPASS
+105 -104
View File
@@ -22,50 +22,50 @@
/obj/item/clothing/under/chameleon
//starts off as black
name = "Black Jumpsuit"
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
color = "black"
desc = "A plain jumpsuit. It seems to have a small dial on the wrist."
desc = "It's a plain jumpsuit. It seems to have a small dial on the wrist."
origin_tech = "syndicate=3"
var/list/clothing_choices = list()
/obj/item/clothing/under/chameleon/all
/obj/item/clothing/under/color/black
name = "Black Jumpsuit"
name = "black jumpsuit"
icon_state = "black"
item_state = "bl_suit"
color = "black"
/obj/item/clothing/under/color/blackf
name = "Female Black Jumpsuit"
desc = "This one is a lady-size!"
name = "feminine black jumpsuit"
desc = "It's very smart and in a ladies-size!"
icon_state = "black"
item_state = "bl_suit"
color = "blackf"
/obj/item/clothing/under/color/blue
name = "Blue Jumpsuit"
name = "blue jumpsuit"
icon_state = "blue"
item_state = "b_suit"
color = "blue"
/obj/item/clothing/under/color/green
name = "Green Jumpsuit"
name = "green jumpsuit"
icon_state = "green"
item_state = "g_suit"
color = "green"
/obj/item/clothing/under/color/grey
name = "Grey Jumpsuit"
name = "grey jumpsuit"
icon_state = "grey"
item_state = "gy_suit"
color = "grey"
/obj/item/clothing/under/color/orange
name = "Orange Jumpsuit"
desc = "Standard Nanotrasen prisoner wear. Its suit sensors are stuck in the \"Fully On\" position."
name = "orange jumpsuit"
desc = "It's standardised Nanotrasen prisoner-wear. Its suit sensors are stuck in the \"Fully On\" position."
icon_state = "orange"
item_state = "o_suit"
color = "orange"
@@ -73,20 +73,20 @@
sensor_mode = 3
/obj/item/clothing/under/color/pink
name = "Pink Jumpsuit"
name = "pink jumpsuit"
icon_state = "pink"
item_state = "p_suit"
color = "pink"
/obj/item/clothing/under/color/red
name = "Red Jumpsuit"
name = "red jumpsuit"
icon_state = "red"
item_state = "r_suit"
color = "red"
/obj/item/clothing/under/color/white
desc = "Made of a special fiber that gives special protection against biohazards."
name = "White Jumpsuit"
desc = "It's made of a special fiber which gives special protection against biohazards."
name = "white jumpsuit"
icon_state = "white"
item_state = "w_suit"
color = "white"
@@ -94,7 +94,7 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/color/yellow
name = "Yellow Jumpsuit"
name = "yellow jumpsuit"
icon_state = "yellow"
item_state = "y_suit"
color = "yellow"
@@ -103,29 +103,29 @@
/obj/item/clothing/under/rank
/obj/item/clothing/under/rank/atmospheric_technician
desc = "A jumpsuit used by atmospheric technicians."
name = "Atmospherics Jumpsuit"
desc = "It's a jumpsuit worn by atmospheric technicians."
name = "atmospheric technician's jumpsuit"
icon_state = "atmos"
item_state = "atmos_suit"
color = "atmos"
/obj/item/clothing/under/rank/captain
desc = "A blue jumpsuit with gold marking denoting the rank of \"Captain\"."
name = "Captain Jumpsuit"
desc = "It's a blue jumpsuit with some gold markings denoting the rank of \"Captain\"."
name = "captain's jumpsuit"
icon_state = "captain"
item_state = "caparmor"
color = "captain"
/obj/item/clothing/under/rank/chaplain
desc = "A black jumpsuit, worn by religious folk."
name = "Chaplain Jumpsuit"
desc = "It's a black jumpsuit, often worn by religious folk."
name = "chaplain's jumpsuit"
icon_state = "chaplain"
item_state = "bl_suit"
color = "chapblack"
/obj/item/clothing/under/rank/engineer
desc = "An orange high visibility jumpsuit. Used by Nanotrasen Engineers, has minor radiation shielding."
name = "Engineering Jumpsuit"
desc = "It's an orange high visibility jumpsuit worn by engineers. It has minor radiation shielding."
name = "engineer's jumpsuit"
icon_state = "engine"
item_state = "engi_suit"
color = "engine"
@@ -133,38 +133,38 @@
/obj/item/clothing/under/rank/forensic_technician
desc = "It has a Forensics rank stripe on it."
name = "Forensics Jumpsuit"
name = "forensic technician's jumpsuit"
icon_state = "darkred"
item_state = "r_suit"
color = "forensicsred"
/obj/item/clothing/under/rank/warden
desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. This one has the word \"Warden\" written on the shoulders."
name = "Warden Jumpsuit"
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection. It has the word \"Warden\" written on the shoulders."
name = "warden's jumpsuit"
icon_state = "warden"
item_state = "r_suit"
color = "warden"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/security
name = "Security Jumpsuit"
desc = "Made of a slightly sturdier material than standard jumpsuits, to allow for more robust protection."
name = "security officer's jumpsuit"
desc = "It's made of a slightly sturdier material than standard jumpsuits, to allow for robust protection."
icon_state = "security"
item_state = "r_suit"
color = "secred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/vice
name = "Vice officer Jumpsuit"
desc = "Your standard issue pretty-boy outfit, as seen on TV."
name = "vice officer's jumpsuit"
desc = "It's the standard issue pretty-boy outfit, as seen on Holo-Vision."
icon_state = "vice"
item_state = "gy_suit"
color = "vice"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/geneticist
desc = "Made of a special fiber that gives special protection against biohazards. Has a genetics rank stripe on it."
name = "Genetics Jumpsuit"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it."
name = "geneticist's jumpsuit"
icon_state = "genetics"
item_state = "w_suit"
color = "geneticswhite"
@@ -172,8 +172,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chemist
desc = "Made of a special fiber that gives special protection against biohazards. Has a chemist rank stripe on it."
name = "Chemist Jumpsuit"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a chemist rank stripe on it."
name = "chemist's jumpsuit"
icon_state = "chemistry"
item_state = "w_suit"
color = "chemistrywhite"
@@ -181,8 +181,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/virologist
desc = "Made of a special fiber that gives special protection against biohazards. Has a virologist rank stripe on it."
name = "Virologist Jumpsuit"
desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it."
name = "virologist's jumpsuit"
icon_state = "virology"
item_state = "w_suit"
color = "virologywhite"
@@ -190,74 +190,74 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/head_of_personnel
desc = "A jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
name = "Head of Personnel Jumpsuit"
desc = "It's a jumpsuit worn by someone who works in the position of \"Head of Personnel\"."
name = "head of personnel's jumpsuit"
icon_state = "hop"
item_state = "b_suit"
color = "hop"
/obj/item/clothing/under/rank/centcom_officer
desc = "A jumpsuit worn by Centcom Officers."
name = "CentCom Officer Jumpsuit"
desc = "It's a jumpsuit worn by CentCom Officers."
name = "\improper CentCom officer's jumpsuit"
icon_state = "officer"
item_state = "g_suit"
color = "officer"
/obj/item/clothing/under/rank/centcom_commander
desc = "A jumpsuit worn by Centcom's highest level Commanders."
name = "CentCom Officer Jumpsuit"
desc = "It's a jumpsuit worn by CentCom's highest-tier Commanders."
name = "\improper CentCom officer's jumpsuit"
icon_state = "centcom"
item_state = "dg_suit"
color = "centcom"
/obj/item/clothing/under/rank/miner
desc = "A snappy jumpsuit with a sturdy set of overalls. It is very dirty."
name = "Shaft Miner Jumpsuit"
desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty."
name = "shaft miner's jumpsuit"
icon_state = "miner"
item_state = "miner"
color = "miner"
/obj/item/clothing/under/rank/roboticist
desc = "A slimming black with reinforced seams. Great for industrial work."
name = "Roboticist Jumpsuit"
desc = "It's a slimming black with reinforced seams; great for industrial work."
name = "roboticist's jumpsuit"
icon_state = "robotics"
item_state = "robotics"
color = "robotics"
/obj/item/clothing/under/rank/head_of_security
desc = "A jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". Has slight armor to protect the wearer."
name = "Head of Security Jumpsuit"
desc = "It's a jumpsuit worn by those few with the dedication to achieve the position of \"Head of Security\". It has additional armor to protect the wearer."
name = "head of security's jumpsuit"
icon_state = "hos"
item_state = "r_suit"
color = "hosred"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/rank/chief_engineer
desc = "A high visibility jumpsuit given to those engineers committed enough to their jobs to achieve the rank of \"Chief engineer\". Has minor radiation shielding."
name = "Chief Engineer Jumpsuit"
desc = "It's a high visibility jumpsuit given to those engineers insane enough to achieve the rank of \"Chief engineer\". It has minor radiation shielding."
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
item_state = "g_suit"
color = "chief"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10)
/obj/item/clothing/under/rank/research_director
desc = "A jumpsuit worn by those dedicated to all that is science and have achieved the position of \"Research Director\". Has minor biological anomaly protection."
name = "Research Director Jumpsuit"
desc = "It's a jumpsuit worn by those with the know-how to achieve the position of \"Research Director\". Its fabric provides minor protection from biological contaminants."
name = "research director's jumpsuit"
icon_state = "director"
item_state = "g_suit"
color = "director"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/janitor
desc = "Official clothing of the station's janitor. Has minor protection from biohazards."
name = "Janitor's Jumpsuit"
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
color = "janitor"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/scientist
desc = "Made of a special fiber that gives special protection against biohazards. Has markings denoting the wearer as a scientist."
name = "Scientist's Jumpsuit"
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
name = "scientist's jumpsuit"
icon_state = "toxins"
item_state = "w_suit"
color = "toxinswhite"
@@ -265,8 +265,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0)
/obj/item/clothing/under/rank/medical
desc = "Made of a special fiber that gives special protection against biohazards. Has a cross on the chest denoting that the wearer is trained medical personnel."
name = "Medical Doctor's Jumpsuit"
desc = "It's made of a special fiber that provides minor protection against biohazards. it has a cross on the chest denoting that the wearer is trained medical personnel."
name = "medical doctor's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
color = "medical"
@@ -274,8 +274,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chief_medical_officer
desc = "A jumpsuit worn by those with the dedication to the medical profession who have achieved the position of \"Chief Medical Officer\". Has minor biological protection."
name = "Chief Medical Officer's Jumpsuit"
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
name = "chief medical officer's jumpsuit"
icon_state = "medical"
item_state = "w_suit"
color = "medical"
@@ -283,8 +283,8 @@
armor = list(melee = 0, bullet = 0, laser = 2,energy = 2, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/hydroponics
desc = "A jumpsuit designed to protect against minor plant-related hazards."
name = "Hydroponics Jumpsuit"
desc = "It's a jumpsuit designed to protect against minor plant-related hazards."
name = "botanist's jumpsuit"
icon_state = "hydroponics"
item_state = "g_suit"
color = "hydroponics"
@@ -292,56 +292,56 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/cargo
name = "Quartermaster's Jumpsuit"
desc = "What can brown do for you?"
name = "quartermaster's jumpsuit"
desc = "It's a jumpsuit worn by the quartermaster. It's specially designed to prevent back injuries caused by heavy lifting."
icon_state = "lightbrown"
item_state = "lb_suit"
color = "cargo"
/obj/item/clothing/under/rank/cargotech
name = "Cargotech's Jumpsuit"
desc = "Shooooorts! They're comfy and easy to wear!"
name = "cargotech's jumpsuit"
desc = "<i>'Shooooorts! They're comfy and easy to wear!'</i>"
icon_state = "cargotech"
item_state = "cargotech"
color = "cargotech"
/obj/item/clothing/under/rank/mailman
name = "Mailman Jumpsuit"
desc = "Special delivery!"
name = "mailman's jumpsuit"
desc = "<i>'Special delivery!'</i>"
icon_state = "mailman"
item_state = "b_suit"
color = "mailman"
/obj/item/clothing/under/sexyclown
name = "Sexyclown suit"
desc = "What can I do for you?"
name = "sexy-clown suit"
desc = "It makes you look HONKable!"
icon_state = "sexyclown"
item_state = "sexyclown"
color = "sexyclown"
/obj/item/clothing/under/rank/bartender
desc = "It looks like it could use more flair."
name = "Bartender's Uniform"
desc = "It looks like it could use some more flair."
name = "bartender's uniform"
icon_state = "ba_suit"
item_state = "ba_suit"
color = "ba_suit"
/obj/item/clothing/under/rank/clown
name = "clown suit"
desc = "Wearing this, all the children love you, for all the wrong reasons."
desc = "<i>'HONK!'</i>"
icon_state = "clown"
item_state = "clown"
color = "clown"
/obj/item/clothing/under/rank/chef
desc = "Issued only to the most hardcore chefs in space."
name = "Chef's Uniform"
desc = "It's an apron which is given only to the most <b>hardcore</b> chefs in space."
name = "chef's uniform"
icon_state = "chef"
color = "chef"
/obj/item/clothing/under/rank/geneticist_new
desc = "Made of a special fiber that gives special protection against biohazards."
name = "Genetics Jumpsuit"
desc = "It's made of a special fiber which provides minor protection against biohazards."
name = "geneticist's jumpsuit"
icon_state = "genetics_new"
item_state = "w_suit"
color = "genetics_new"
@@ -349,8 +349,8 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/rank/chemist_new
desc = "Made of a special fiber that gives special protection against biohazards."
name = "Chemist Jumpsuit"
desc = "It's made of a special fiber which provides minor protection against biohazards."
name = "chemist's jumpsuit"
icon_state = "chemist_new"
item_state = "w_suit"
color = "chemist_new"
@@ -359,7 +359,7 @@
/obj/item/clothing/under/rank/scientist_new
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
name = "Scientist Jumpsuit"
name = "scientist's jumpsuit"
icon_state = "scientist_new"
item_state = "w_suit"
color = "scientist_new"
@@ -368,7 +368,7 @@
/obj/item/clothing/under/rank/virologist_new
desc = "Made of a special fiber that gives increased protection against biohazards."
name = "Virologist Jumpsuit"
name = "virologist's jumpsuit"
icon_state = "virologist_new"
item_state = "w_suit"
color = "virologist_new"
@@ -378,7 +378,7 @@
// OTHER NONRANKED STATION JOBS
/obj/item/clothing/under/det
name = "Hard worn suit"
name = "hard-worn suit"
desc = "Someone who wears this means business."
icon_state = "detective"
item_state = "det"
@@ -386,7 +386,7 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/scratch
name = "White Suit"
name = "white suit"
desc = "A white suit, suitable for an excellent host"
flags = FPRINT | TABLEPASS
icon_state = "scratch"
@@ -395,22 +395,22 @@
/obj/item/clothing/under/jensen
desc = "You never asked for anything this stylish."
name = "Head of Security Jumpsuit"
desc = "You never asked for anything that stylish."
name = "head of security's jumpsuit"
icon_state = "jensen"
item_state = "jensen"
color = "jensen"
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/sl_suit
desc = "A very amish looking suit."
name = "Amish Suit"
desc = "It's a very amish looking suit."
name = "amish suit"
icon_state = "sl_suit"
color = "sl_suit"
/obj/item/clothing/under/syndicate
name = "Tactical Turtleneck"
desc = "Non-descript, slightly suspicious civilian clothing."
name = "tactical turtleneck"
desc = "It's some non-descript, slightly suspicious looking, civilian clothing."
icon_state = "syndicate"
item_state = "bl_suit"
color = "syndicate"
@@ -418,33 +418,33 @@
armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/syndicate/tacticool
name = "Tacticool Turtleneck"
desc = "Wearing this makes you feel like buying an SKS, going into the woods, and operating."
name = "\improper Tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
item_state = "bl_suit"
color = "tactifool"
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/under/syndicate/combat
name = "Combat Turtleneck"
name = "combat turtleneck"
/obj/item/clothing/under/librarian
name = "Sensible Suit"
name = "sensible suit"
desc = "It's very... sensible."
icon_state = "red_suit"
item_state = "red_suit"
color = "red_suit"
/obj/item/clothing/under/mime
name = "Mime Outfit"
name = "mime's outfit"
desc = "It's not very colourful."
icon_state = "mime"
item_state = "mime"
color = "mime"
/obj/item/clothing/under/waiter
name = "Waiter Outfit"
desc = "There is a special pocket for tip."
name = "waiter's outfit"
desc = "It's a very smart uniform with a special pocket for tip."
icon_state = "waiter"
item_state = "waiter"
color = "waiter"
@@ -454,6 +454,7 @@
/obj/item/clothing/under/shorts
name = "athletic shorts"
desc = "95% Polyester, 5% Spandex!"
gender = PLURAL
flags = FPRINT | TABLEPASS
body_parts_covered = LOWER_TORSO
@@ -478,11 +479,11 @@
color = "greyshorts"
/obj/item/clothing/under/space
name = "NASA Jumpsuit"
name = "\improper NASA jumpsuit"
desc = "It has a NASA logo on it and is made of space-proofed materials."
icon_state = "black"
item_state = "bl_suit"
color = "black"
desc = "Has a NASA logo on it, made of space proofed materials."
w_class = 4//bulky item
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.02
@@ -492,15 +493,15 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
/obj/item/clothing/under/spiderman
name = "Deadpool Suit"
desc = "A suit of Deadpool!"
name = "\improper Deadpool suit"
desc = "It's the suit of Deadpool!"
icon_state = "spiderman"
item_state = "spiderman"
color = "spiderman"
/obj/item/clothing/under/rank/nursesuit
desc = "A jumpsuit commonly worn by nursing staff in the medical department."
name = "Nurse Suit"
desc = "It's a jumpsuit commonly worn by nursing staff in the medical department."
name = "nurse's suit"
icon_state = "nursesuit"
item_state = "nursesuit"
color = "nursesuit"
@@ -508,11 +509,11 @@
armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0)
/obj/item/clothing/under/acj
name = "Administrative Cybernetic Jumpsuit"
name = "administrative cybernetic jumpsuit"
icon_state = "syndicate"
item_state = "bl_suit"
color = "syndicate"
desc = "A cybernetically enhanced jumpsuit used in administrative duties."
desc = "it's a cybernetically enhanced jumpsuit used for administrative duties."
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
heat_transfer_coefficient = 0.01
+7 -7
View File
@@ -9,7 +9,7 @@
/obj/item/clothing/mask/breath
desc = "A close-fitting mask that can be connected to an air supply."
name = "Breath Mask"
name = "breath mask"
icon_state = "breath"
item_state = "breath"
flags = FPRINT | TABLEPASS | SUITSPACE | HEADSPACE | MASKCOVERSMOUTH | HALFMASK
@@ -21,7 +21,7 @@
/obj/item/clothing/mask/medical
desc = "A close-fitting sterile mask that can be connected to an air supply."
name = "Medical Mask"
name = "medical mask"
icon_state = "medical"
item_state = "medical"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH
@@ -32,7 +32,7 @@
/obj/item/clothing/mask/spiderman
desc = "A mask of Deadpool!"
name = "Deadpool mask"
name = "\improper Deadpool mask"
icon_state = "spiderman"
item_state = "spiderman"
flags = FPRINT|TABLEPASS|SUITSPACE|HEADSPACE|MASKCOVERSMOUTH|BLOCKHAIR
@@ -51,7 +51,7 @@
gas_transfer_coefficient = 0.90
/obj/item/clothing/mask/surgical
name = "Sterile Mask"
name = "sterile mask"
desc = "A sterile mask designed to help prevent the spread of diseases."
icon_state = "sterile"
item_state = "sterile"
@@ -75,7 +75,7 @@
permeability_coefficient = 0.01
/obj/item/clothing/mask/gas/plaguedoctor
name = "Plague doctor mask"
name = "plague doctor mask"
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
item_state = "gas_mask"
@@ -88,7 +88,7 @@
item_state = "gas_alt"
/obj/item/clothing/mask/gas/swat
name = "SWAT Mask"
name = "\improper SWAT mask"
desc = "A close-fitting tactical mask that can be connected to an air supply."
icon_state = "swat"
@@ -120,7 +120,7 @@
item_state = "clown_hat"
/obj/item/clothing/mask/gas/sexyclown
name = "sexy clown mask"
name = "sexy-clown wig and mask"
desc = "A feminine clown mask for the dabbling crossdressers or female entertainers."
icon_state = "sexyclown"
item_state = "sexyclown"
+15 -16
View File
@@ -1,9 +1,8 @@
// OMG SHOES
/obj/item/clothing/shoes
name = "shoes"
icon = 'shoes.dmi'
desc = "Comfortable-looking shoes."
gender = PLURAL //Carn: for grammarically correct text-parsing
body_parts_covered = FEET
@@ -16,7 +15,7 @@
/obj/item/clothing/shoes/syndigaloshes
desc = "A pair of brown shoes. They seem to have extra grip."
name = "Brown Shoes"
name = "brown shoes"
icon_state = "brown"
item_state = "brown"
permeability_coefficient = 0.05
@@ -27,7 +26,7 @@
/obj/item/clothing/shoes/syndigaloshes/all
/obj/item/clothing/shoes/black
name = "Black Shoes"
name = "black shoes"
icon_state = "black"
color = "black"
desc = "A pair of black shoes."
@@ -36,7 +35,7 @@
color = "redcoat" //Exists for washing machines. Is not different from black shoes in any way.
/obj/item/clothing/shoes/brown
name = "Brown Shoes"
name = "brown shoes"
desc = "A pair of brown shoes."
icon_state = "brown"
color = "brown"
@@ -55,43 +54,43 @@
color = "cargo" //Exists for washing machines. Is not different from brown shoes in any way.
/obj/item/clothing/shoes/blue
name = "Blue Shoes"
name = "blue shoes"
icon_state = "blue"
color = "blue"
/obj/item/clothing/shoes/green
name = "Green Shoes"
name = "green shoes"
icon_state = "green"
color = "green"
/obj/item/clothing/shoes/yellow
name = "Yellow Shoes"
name = "yellow shoes"
icon_state = "yellow"
color = "yellow"
/obj/item/clothing/shoes/mime
name = "Mime Shoes"
name = "mime shoes"
icon_state = "mime"
color = "mime"
/obj/item/clothing/shoes/purple
name = "Purple Shoes"
name = "purple shoes"
icon_state = "purple"
color = "purple"
/obj/item/clothing/shoes/brown
name = "Brown Shoes"
name = "brown shoes"
icon_state = "brown"
color = "brown"
/obj/item/clothing/shoes/orange
name = "Orange Shoes"
name = "orange shoes"
icon_state = "orange"
var/chained = 0
color = "orange"
/obj/item/clothing/shoes/swat
name = "SWAT shoes"
name = "\improper SWAT shoes"
desc = "When you want to turn up the heat."
icon_state = "swat"
armor = list(melee = 80, bullet = 60, laser = 50,energy = 25, bomb = 50, bio = 10, rad = 0)
@@ -114,7 +113,7 @@
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
/obj/item/clothing/shoes/white
name = "White Shoes"
name = "white shoes"
icon_state = "white"
permeability_coefficient = 0.25
color = "white"
@@ -126,7 +125,7 @@
/obj/item/clothing/shoes/sandal/marisa
desc = "A pair of magic, black shoes."
name = "Magic Shoes"
name = "magic shoes"
icon_state = "black"
/obj/item/clothing/shoes/galoshes
@@ -155,7 +154,7 @@
color = "clown"
/obj/item/clothing/shoes/jackboots
name = "Jackboots"
name = "jackboots"
desc = "Nanotrasen-issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
icon_state = "jackboots"
item_state = "jackboots"
+37 -37
View File
@@ -1,11 +1,11 @@
/obj/item/clothing/head/rabbitears
name = "Rabbit Ears"
name = "rabbit ears"
desc = "Wearing these makes you looks useless, and only good for your sex appeal."
icon_state = "bunny"
flags = FPRINT | TABLEPASS
/obj/item/clothing/head/kitty
name = "Kitty Ears"
name = "kitty ears"
desc = "A pair of kitty ears. Meow!"
icon_state = "kitty"
flags = FPRINT | TABLEPASS
@@ -37,12 +37,12 @@
color = "rainbow"
/obj/item/clothing/mask/owl_mask
name = "Owl mask"
name = "owl mask"
desc = "Twoooo!"
icon_state = "owl"
/obj/item/clothing/under/owl
name = "Owl uniform"
name = "owl uniform"
desc = "A jumpsuit with owl wings. Photorealistic owl feathers! Twooooo!"
icon_state = "owl"
color = "owl"
@@ -87,13 +87,13 @@
flags = FPRINT | TABLEPASS
/obj/item/clothing/under/johnny
name = "Johnny~~"
name = "johnny~~ jumpsuit"
desc = "Johnny~~"
icon_state = "johnny"
color = "johnny"
/obj/item/clothing/suit/johnny_coat
name = "Johnny~~"
name = "johnny~~ coat"
desc = "Johnny~~"
icon_state = "johnny"
item_state = "johnny"
@@ -221,42 +221,42 @@
item_state = "headset" // lol
/obj/item/clothing/under/gimmick/rank/captain/suit
name = "Captain's Suit"
name = "captain's suit"
desc = "A green suit and yellow necktie. Exemplifies authority."
icon_state = "green_suit"
item_state = "dg_suit"
color = "green_suit"
/obj/item/clothing/under/gimmick/rank/head_of_personnel/suit
name = "Head of Personnel's Suit"
name = "head of personnel's suit"
desc = "A teal suit and yellow necktie. An authoritative yet tacky ensemble."
icon_state = "teal_suit"
item_state = "g_suit"
color = "teal_suit"
/obj/item/clothing/under/suit_jacket
name = "Black Suit"
name = "black suit"
desc = "A black suit and red tie. Very formal."
icon_state = "black_suit"
item_state = "bl_suit"
color = "black_suit"
/obj/item/clothing/under/suit_jacket/really_black
name = "Executive Suit"
name = "executive suit"
desc = "A formal black suit and red tie, intended for the station's finest."
icon_state = "really_black_suit"
item_state = "bl_suit"
color = "black_suit"
/obj/item/clothing/under/suit_jacket/red
name = "Red Suit"
name = "red suit"
desc = "A red suit and blue tie. Somewhat formal."
icon_state = "red_suit"
item_state = "r_suit"
color = "red_suit"
/obj/item/clothing/under/blackskirt
name = "Black skirt"
name = "black skirt"
desc = "A black skirt, very fancy!"
icon_state = "blackskirt"
color = "blackskirt"
@@ -271,7 +271,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
/obj/item/clothing/under/gimmick/rank/police
name = "Police Uniform"
name = "police uniform"
desc = "Move along, nothing to see here."
icon_state = "police"
item_state = "b_suit"
@@ -284,7 +284,7 @@
item_state = "detective"
/obj/item/clothing/under/overalls
name = "Laborer's Overalls"
name = "laborer's overalls"
desc = "A set of durable overalls for getting the job done."
icon_state = "overalls"
item_state = "lb_suit"
@@ -300,7 +300,7 @@
force = 10
/obj/item/clothing/under/pirate
name = "Pirate Outfit"
name = "pirate outfit"
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
@@ -368,117 +368,117 @@
flags_inv = HIDEEARS
/obj/item/clothing/head/collectable //Hat Station 13
name = "Collectable Hat"
name = "collectable hat"
desc = "A rare collectable hat."
/obj/item/clothing/head/collectable/petehat
name = "Ultra Rare! Pete's Hat!"
name = "ultra rare Pete's hat!"
desc = "It smells faintly of plasma"
icon_state = "petehat"
/obj/item/clothing/head/collectable/metroid
name = "Collectable Metroid Cap!"
name = "collectable metroid cap!"
desc = "It just latches right in place!"
icon_state = "metroid"
/obj/item/clothing/head/collectable/xenom
name = "Collectable Xenomorph Helmet!"
name = "collectable xenomorph helmet!"
desc = "Hiss hiss hiss!"
icon_state = "xenom"
/obj/item/clothing/head/collectable/chef
name = "Collectable Chef's Hat"
name = "collectable chef's hat"
desc = "A rare Chef's Hat meant for hat collectors!"
icon_state = "chef"
item_state = "chef"
/obj/item/clothing/head/collectable/paper
name = "Collectable Paper Hat"
name = "collectable paper hat"
desc = "What looks like an ordinary paper hat, is actually a rare and valuable collector's edition paper hat. Keep away from water, fire and Librarians."
icon_state = "paper"
/obj/item/clothing/head/collectable/tophat
name = "Collectable Top Hat"
name = "collectable top hat"
desc = "A top hat worn by only the most prestigious hat collectors."
icon_state = "tophat"
item_state = "that"
/obj/item/clothing/head/collectable/captain
name = "Collectable Captain's Hat"
name = "collectable captain's hat"
desc = "A Collectable Hat that'll make you look just like a real comdom!"
icon_state = "captain"
item_state = "caphat"
/obj/item/clothing/head/collectable/police
name = "Collectable Police Officer's Hat"
name = "collectable police officer's hat"
desc = "A Collectable Police Officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
/obj/item/clothing/head/collectable/beret
name = "Collectable Beret"
name = "collectable beret"
desc = "A Collectable red Beret. It smells faintly of Garlic."
icon_state = "beret"
/obj/item/clothing/head/collectable/welding
name = "Collectable Welding Helmet"
name = "collectable welding helmet"
desc = "A Collectable Welding Helmet. Now with 80% less lead! Not for actual welding. Any welding done while wearing this Helmet is done so at the owner's own risk!"
icon_state = "welding"
item_state = "welding"
/obj/item/clothing/head/collectable/slime
name = "Collectable Slime Hat"
name = "collectable slime hat"
desc = "Just like a real Brain Slug!"
icon_state = "headslime"
item_state = "headslime"
/obj/item/clothing/head/collectable/flatcap
name = "Collectable Flat Cap"
name = "collectable flat cap"
desc = "A Collectible farmer's Flat Cap!"
icon_state = "flat_cap"
item_state = "detective"
/obj/item/clothing/head/collectable/pirate
name = "Collectable Pirate Hat"
name = "collectable pirate hat"
desc = "You'd make a great Dread Syndie Roberts!"
icon_state = "pirate"
item_state = "pirate"
/obj/item/clothing/head/collectable/kitty
name = "Collectable Kitty Ears"
name = "collectable kitty ears"
desc = "The fur feels.....a bit too realistic."
icon_state = "kitty"
item_state = "kitty"
/obj/item/clothing/head/collectable/rabbitears
name = "Collectable Rabbit Ears"
name = "collectable rabbit ears"
desc = "Not as lucky as the feet!"
icon_state = "bunny"
item_state = "bunny"
/obj/item/clothing/head/collectable/wizard
name = "Collectable Wizard's Hat"
name = "collectable wizard's hat"
desc = "NOTE:Any magical powers gained from wearing this hat are purely coincidental."
icon_state = "wizard"
/obj/item/clothing/head/collectable/hardhat
name = "Collectable Hard Hat"
name = "collectable hard hat"
desc = "WARNING! Offers no real protection, or luminosity, but it is damn fancy!"
icon_state = "hardhat0_yellow"
item_state = "hardhat0_yellow"
/obj/item/clothing/head/collectable/HoS
name = "Collectable HoS Hat"
name = "collectable HoS hat"
desc = "Now you can beat prisoners, set silly sentences and arrest for no reason too!"
icon_state = "hoscap"
/obj/item/clothing/head/collectable/thunderdome
name = "Collectable Thunderdome helmet"
name = "collectable Thunderdome helmet"
desc = "Go Red! I mean Green! I mean Red! No Green!"
icon_state = "thunderdome"
item_state = "thunderdome"
/obj/item/clothing/head/collectable/swat
name = "Collectable SWAT Helmet"
name = "collectable SWAT helmet"
desc = "Now you can be in the Deathsquad too!"
icon_state = "swat"
item_state = "swat"
@@ -512,7 +512,7 @@
body_parts_covered = UPPER_TORSO|LOWER_TORSO|FEET
/obj/item/clothing/under/sexymime
name = "Sexy mime outfit"
name = "sexy mime outfit"
desc = "The only time when you DON'T enjoy looking at someone's rack."
icon_state = "sexymime"
item_state = "sexymime"
+41 -25
View File
@@ -1,34 +1,38 @@
/obj/effect/decal/ash
name = "Ashes"
name = "ashes"
desc = "Ashes to ashes, dust to dust, and into space."
gender = PLURAL
icon = 'objects.dmi'
icon_state = "ash"
anchored = 1
/obj/effect/decal/remains/human
name = "remains"
desc = "These remains have a strange sense about them..."
desc = "They look like human remains. They have a strange aura about them."
gender = PLURAL
icon = 'blood.dmi'
icon_state = "remains"
anchored = 1
/obj/effect/decal/remains/xeno
name = "remains"
desc = "These remains have a strange sense about them..."
desc = "They look like the remains of something... alien. They have a strange aura about them."
gender = PLURAL
icon = 'blood.dmi'
icon_state = "remainsxeno"
anchored = 1
/obj/effect/decal/remains/robot
name = "remains"
desc = "These remains have a strange sense about them..."
desc = "They look like the remains of something mechanical. They have a strange aura about them."
gender = PLURAL
icon = 'robots.dmi'
icon_state = "remainsrobot"
anchored = 1
/obj/effect/decal/point
name = "point"
desc = "It is an arrow hanging in mid-air. There may be a wizard about."
name = "arrow"
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
icon = 'screen1.dmi'
icon_state = "arrow"
layer = 16.0
@@ -40,8 +44,9 @@
//HUMANS
/obj/effect/decal/cleanable/blood
name = "Blood"
desc = "It's red. It's Gooye. It's the chef's cooking, perhaps?"
name = "blood"
desc = "It's red and gooey. Perhaps it's the chef's cooking?"
gender = PLURAL
density = 0
anchored = 1
layer = 2
@@ -61,12 +66,15 @@
random_icon_states = list("gibbl1", "gibbl2", "gibbl3", "gibbl4", "gibbl5")
/obj/effect/decal/cleanable/blood/tracks
icon_state = "tracks"
icon_state = "blood"
desc = "They look like tracks left by wheels."
gender = PLURAL
random_icon_states = null
/obj/effect/decal/cleanable/blood/gibs
name = "gibs"
desc = "Grisly...and not the good kind neither."
desc = "They look bloody and gruesome."
gender = PLURAL
density = 0
anchored = 0
layer = 2
@@ -93,7 +101,8 @@
/obj/effect/decal/cleanable/xenoblood
name = "xeno blood"
desc = "It's green. Must be more of the chef's cooking."
desc = "It's green and acidic. It looks like... <i>blood?</i>"
gender = PLURAL
density = 0
anchored = 1
layer = 2
@@ -113,6 +122,7 @@
/obj/effect/decal/cleanable/xenoblood/xgibs
name = "xeno gibs"
desc = "Gnarly..."
gender = PLURAL
icon = 'blood.dmi'
icon_state = "xgib1"
random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
@@ -140,7 +150,8 @@
/obj/effect/decal/cleanable/robot_debris
name = "robot debris"
desc = "Useless heap of junk...or is it..."
desc = "It's a useless heap of junk... <i>or is it?</i>"
gender = PLURAL
density = 0
anchored = 0
layer = 2
@@ -159,7 +170,8 @@
/obj/effect/decal/cleanable/oil
name = "motor oil"
desc = "It's black. Beepsky made another mess."
desc = "It's black and greasy. Looks like Beepsky made another mess."
gender = PLURAL
density = 0
anchored = 1
layer = 2
@@ -181,6 +193,7 @@
/obj/effect/decal/cleanable/generic
name = "clutter"
desc = "Someone should clean that up."
gender = PLURAL
density = 0
anchored = 1
layer = 2
@@ -190,6 +203,7 @@
/obj/effect/decal/cleanable/dirt
name = "dirt"
desc = "Someone should clean that up."
gender = PLURAL
density = 0
anchored = 1
layer = 2
@@ -197,8 +211,9 @@
icon_state = "dirt"
/obj/effect/decal/cleanable/greenglow
name = "green glow"
desc = "Eerie. This makes you feel creepy."
name = "glowing goo"
desc = "Jeez. I hope that's not for lunch."
gender = PLURAL
density = 0
anchored = 1
layer = 2
@@ -207,7 +222,7 @@
/obj/effect/decal/cleanable/cobweb
name = "cobweb"
desc = "Someone should remove that."
desc = "Somebody should remove that."
density = 0
anchored = 1
layer = 3
@@ -216,7 +231,7 @@
/obj/effect/decal/cleanable/molten_item
name = "gooey grey mass"
desc = "Huh. Creepy..."
desc = "It looks like a melted... something."
density = 0
anchored = 1
layer = 3
@@ -225,7 +240,7 @@
/obj/effect/decal/cleanable/cobweb2
name = "cobweb"
desc = "Someone should remove that."
desc = "Somebody should remove that."
density = 0
anchored = 1
layer = 3
@@ -240,8 +255,9 @@
//Vomit (sorry)
/obj/effect/decal/cleanable/vomit
name = "Vomit"
name = "vomit"
desc = "Gosh, how unpleasant."
gender = PLURAL
density = 0
anchored = 1
layer = 2
@@ -256,8 +272,8 @@
..()
/obj/effect/decal/cleanable/tomato_smudge
name = "Tomato smooth"
desc = "It's red"
name = "tomato smudge"
desc = "It's red."
density = 0
anchored = 1
layer = 2
@@ -265,8 +281,8 @@
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/egg_smudge
name = "Smashed egg"
desc = "Seems like this one won't hatch"
name = "smashed egg"
desc = "Seems like this one won't hatch."
density = 0
anchored = 1
layer = 2
@@ -274,8 +290,8 @@
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
/obj/effect/decal/cleanable/pie_smudge //honk
name = "Smashed pie"
desc = "Pie cream from a cream pie"
name = "smashed pie"
desc = "It's pie cream from a cream pie."
density = 0
anchored = 1
layer = 2
+273 -263
View File
File diff suppressed because it is too large Load Diff
+37 -36
View File
@@ -20,7 +20,7 @@
/obj/machinery/autolathe
name = "\improper Autolathe"
desc = "Produces items with metal and glass."
desc = "It produces items using metal and glass."
icon_state = "autolathe"
density = 1
var/m_amount = 0.0
@@ -43,7 +43,7 @@
/obj/machinery/camera
name = "security camera"
desc = "This is used to monitor rooms. Can see through walls."
desc = "It's used to monitor rooms. It can see through walls."
icon = 'monitors.dmi'
icon_state = "camera"
var/network = "SS13"
@@ -60,7 +60,7 @@
active_power_usage = 10
/obj/machinery/dispenser
name = "\improper Tank Storage Unit"
name = "tank storage unit"
desc = "A simple yet bulky one-way storage device for gas tanks. Holds 10 plasma and 10 oxygen tanks."
icon = 'objects.dmi'
icon_state = "dispenser"
@@ -73,8 +73,8 @@
active_power_usage = 10
/obj/machinery/dna_scanner
name = "\improper DNA Scanner/Implanter"
desc = "Scans DNA."
name = "\improper DNA scanner/implanter"
desc = "It scans DNA structures."
icon = 'Cryogenic2.dmi'
icon_state = "scanner_0"
density = 1
@@ -86,8 +86,8 @@
active_power_usage = 300
/obj/machinery/dna_scannernew
name = "\improper DNA Modifier"
desc = "Scans DNA better."
name = "\improper DNA modifier"
desc = "It scans DNA structures."
icon = 'Cryogenic2.dmi'
icon_state = "scanner_0"
density = 1
@@ -100,7 +100,7 @@
/obj/machinery/firealarm
name = "fire alarm"
desc = "Pull this in case of emergency. Thus keep pulling this forever."
desc = "<i>\"Pull this in case of emergency\"<i>. Thus, keep pulling it forever."
icon = 'monitors.dmi'
icon_state = "fire0"
var/detecting = 1.0
@@ -122,7 +122,7 @@
src.overlays += image('monitors.dmi', "overlay_green")
/obj/machinery/partyalarm
name = "\improper Party Button"
name = "\improper PARTY BUTTON"
desc = "Cuban Pete is in the house!"
icon = 'monitors.dmi'
icon_state = "fire0"
@@ -139,7 +139,7 @@
/obj/machinery/igniter
name = "igniter"
desc = "Fun for igniting plasma."
desc = "It's useful for igniting plasma."
icon = 'stationobjs.dmi'
icon_state = "igniter1"
var/id = null
@@ -151,7 +151,7 @@
/obj/machinery/injector
name = "injector"
desc = "Injects gas into a chamber."
desc = "It injects gas into a chamber."
icon = 'stationobjs.dmi'
icon_state = "injector"
density = 1
@@ -176,8 +176,8 @@
active_power_usage = 4
/obj/machinery/restruct
name = "\improper DNA Physical Restructurization Accelerator"
desc = "This looks complex."
name = "\improper DNA physical restructurization accelerator"
desc = "It looks ridiculously complex."
icon = 'Cryogenic2.dmi'
icon_state = "restruct_0"
density = 1
@@ -190,7 +190,7 @@
/obj/machinery/scan_console
name = "\improper DNA Scanner Access Console"
desc = "Scand DNA."
desc = "It scans DNA structures."
icon = 'computer.dmi'
icon_state = "scanner"
density = 1
@@ -211,11 +211,11 @@
active_power_usage = 400
/obj/machinery/door_control
name = "remote door control"
desc = "This controls doors."
name = "remote door-control"
desc = "It controls doors, remotely."
icon = 'stationobjs.dmi'
icon_state = "doorctrl0"
desc = "A remote control switch for a door."
desc = "A remote control-switch for a door."
var/id = null
var/range = 10
var/normaldoorcontrol = 0
@@ -257,7 +257,7 @@
/obj/machinery/ignition_switch
name = "ignition switch"
desc = "Activates that igniter."
desc = "It activates an igniter."
icon = 'objects.dmi'
icon_state = "launcherbtt"
desc = "A remote control switch for a mounted igniter."
@@ -276,8 +276,8 @@
var/lockeddown = 0
/obj/machinery/teleport/hub
name = "hub"
desc = "A hub of a teleporting machine."
name = "teleporter hub"
desc = "It's the hub of a teleporting machine."
icon_state = "tele0"
var/accurate = 0
use_power = 1
@@ -286,7 +286,7 @@
/obj/machinery/teleport/station
name = "station"
desc = "The station thingy of a teleport thingy."
desc = "It's the station thingy of a teleport thingy." //seriously, wtf.
icon_state = "controller"
var/active = 0
var/engaged = 0
@@ -316,7 +316,7 @@
/obj/machinery/power/terminal
name = "terminal"
icon_state = "term"
desc = "An underfloor wiring terminal for power equipment"
desc = "It's an underfloor wiring terminal for power equipment."
level = 1
layer = TURF_LAYER
var/obj/machinery/power/master = null
@@ -325,8 +325,8 @@
layer = 2.6 // a bit above wires
/obj/machinery/power/generator
name = "generator"
desc = "A high efficiency thermoelectric generator."
name = "thermoelectric generator"
desc = "It's a high efficiency thermoelectric generator."
icon_state = "teg"
anchored = 1
density = 1
@@ -338,8 +338,8 @@
var/lastgenlev = -1
/obj/machinery/power/generator_type2
name = "generator"
desc = "A high efficiency thermoelectric generator."
name = "thermoelectric generator"
desc = "It's a high efficiency thermoelectric generator."
icon_state = "teg"
anchored = 1
density = 1
@@ -351,8 +351,8 @@
var/lastgenlev = -1
/obj/machinery/power/monitor
name = "\improper Power Monitoring Computer"
desc = "Used to monitor the power. Pretty useless."
name = "power monitoring computer"
desc = "It monitors power levels across the station."
icon = 'computer.dmi'
icon_state = "power"
density = 1
@@ -363,7 +363,7 @@
/obj/machinery/cell_charger
name = "cell charger"
desc = "A charging unit for power cells."
desc = "It charges power cells."
icon = 'power.dmi'
icon_state = "ccharger0"
var/obj/item/weapon/cell/charging = null
@@ -374,8 +374,8 @@
active_power_usage = 60
/obj/machinery/light_switch
desc = "light switch"
name = null
name = "light switch"
desc = "It turns lights on and off. What are you, simple?"
icon = 'power.dmi'
icon_state = "light1"
anchored = 1.0
@@ -406,20 +406,21 @@
/obj/machinery/hologram/holopad
name = "\improper AI holopad"
desc = "A floor-mounted device for projecting a holographic image. It is activated remotely."
desc = "It's a floor-mounted device for projecting holographic images. It is activated remotely."
icon_state = "holopad0"
var
mob/living/silicon/ai/master//Which AI, if any, is controlling the object? Only one AI may control a hologram at any time.
last_request = 0 //to prevent request spam. ~Carn
/obj/machinery/hologram/projector
name = "\improper Hologram Projector"
desc = "Makes a hologram appear...somehow..."
name = "hologram projector"
desc = "It makes a hologram appear...with magnets or something..."
icon = 'stationobjs.dmi'
icon_state = "hologram0"
/obj/machinery/hologram/proj_ai
name = "\improper Hologram Projector Platform"
desc = "Used for the fun of the diabolical AI."
name = "hologram projector platform"
desc = "It's used by the AI for fooling around."
icon = 'stationobjs.dmi'
icon_state = "hologram0"
var
+44 -42
View File
@@ -8,13 +8,13 @@
max_combined_w_class = 21
/obj/item/weapon/storage/backpack/cultpack
name = "Trophy Rack"
desc = "A backpack and trophy rack, useful for both carrying extra gear and proudly declaring your insanity "
name = "trophy rack"
desc = "It's useful for both carrying extra gear and proudly declaring your insanity."
icon_state = "cultpack"
/obj/item/weapon/storage/trashbag
name = "trash bag"
desc = "for picking up all those pens"
desc = "It's the heavy-duty black polymer kind. Time to take out the trash!"
icon_state = "trashbag"
item_state = "trashbag"
w_class = 4.0
@@ -31,7 +31,7 @@
*/
/obj/item/weapon/storage/pill_bottle
name = "pill bottle"
desc = "This is told to hold untold horrors of pulls."
desc = "It's an airtight container for storing medication."
icon_state = "pill_canister"
icon = 'chemical.dmi'
item_state = "contsolid"
@@ -39,8 +39,8 @@
can_hold = list("/obj/item/weapon/reagent_containers/pill")
/obj/item/weapon/storage/dice
name = "dice pack"
desc = "Apparently this has dice in them."
name = "pack of dice"
desc = "It's a small container with dice inside."
icon_state = "pill_canister"
icon = 'chemical.dmi'
item_state = "contsolid"
@@ -48,7 +48,8 @@
can_hold = list("/obj/item/weapon/dice")
/obj/item/weapon/storage/box
name = "Box"
name = "box"
desc = "It's just an ordinary box."
icon_state = "box"
item_state = "syringe_kit"
@@ -57,7 +58,8 @@
/obj/item/weapon/storage/box/syndicate
/obj/item/weapon/storage/cupbox
name = "Paper-cup Box"
name = "box of paper cups"
desc = "It has pictures of paper cups on the front."
icon_state = "box"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
@@ -72,37 +74,37 @@
new /obj/item/weapon/reagent_containers/food/drinks/sillycup( src )
/obj/item/weapon/storage/pillbottlebox
name = "pill bottles"
desc = "A box of pill bottles."
name = "box of pill bottles"
desc = "It has pictures of pill bottles on its front."
icon_state = "box"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/blankbox
name = "blank shells"
desc = "A box containing...stuff..."
name = "box of blank shells"
desc = "It has a picture of a gun and several warning symbols on the front."
icon_state = "box"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/backpack/clown
name = "Giggles Von Honkerton"
desc = "The backpack made by Honk. Co."
desc = "It's a backpack made by Honk! Co."
icon_state = "clownpack"
/obj/item/weapon/storage/backpack/medic
name = "medic's backpack"
desc = "The backpack used to keep with the sterile environment."
name = "medical backpack"
desc = "It's a backpack especially designed for use in a sterile environment."
icon_state = "medicalpack"
/obj/item/weapon/storage/backpack/security
name = "security backpack"
desc = "A very robust backpack."
desc = "It's a very robust backpack."
icon_state = "securitypack"
/obj/item/weapon/storage/backpack/satchel
name = "Satchel"
desc = "A very robust satchel to wear on your back."
name = "satchel"
desc = "It's a very robust satchel to wear on your back."
icon_state = "satchel"
New()
@@ -110,18 +112,18 @@
new /obj/item/weapon/storage/wallet/random(src)
/obj/item/weapon/storage/backpack/bandolier
name = "Bandolier"
desc = "A very old bandolier to wear on your back."
name = "bandolier"
desc = "It's a very old bandolier to wear on your back."
icon_state = "bandolier"
/obj/item/weapon/storage/backpack/industrial
name = "industrial backpack"
desc = "A tough backpack for the daily grind"
desc = "It's a tough backpack for the daily grind of station life."
icon_state = "engiepack"
/obj/item/weapon/storage/briefcase
name = "briefcase"
desc = "Used by the lawyer to robust security in the court room."
desc = "It's made of AUTHENTIC faux-leather and has a price-tag still attached. Its owner must be a real professional."
icon_state = "briefcase"
flags = FPRINT | TABLEPASS| CONDUCT
force = 8.0
@@ -133,7 +135,7 @@
/obj/item/weapon/storage/wallet
name = "wallet"
desc = "A small wallet which can hold a few small personal things."
desc = "It can hold a few small and personal things."
storage_slots = 4
icon_state = "wallet"
can_hold = list(
@@ -197,8 +199,8 @@
/obj/item/weapon/storage/disk_kit
name = "data disks"
desc = "For disks."
name = "box of data disks"
desc = "It has a picture of a data disk on it."
icon_state = "id"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
@@ -208,22 +210,22 @@
/obj/item/weapon/storage/disk_kit/disks2
/obj/item/weapon/storage/fcard_kit
name = "Fingerprint Cards"
desc = "This contains cards which are used to take fingerprints."
name = "box of fingerprint cards"
desc = "It has a picture of a fingerprint on each of its faces."
icon_state = "id"
item_state = "syringe_kit"
/obj/item/weapon/storage/firstaid
name = "First-Aid"
desc = "In case of a boo-boo."
name = "first-aid kit"
desc = "It's an emergency medical kit for those serious boo-boos."
icon_state = "firstaid"
throw_speed = 2
throw_range = 8
var/empty = 0
/obj/item/weapon/storage/firstaid/fire
name = "Fire First Aid"
desc = "A kit for when you 'accidently' set toxins on fire and burn yourself."
name = "fire first-aid kit"
desc = "It's an emergency medical kit for when the toxins lab <i>-spontaneously-</i> burns down."
icon_state = "ointment"
item_state = "firstaid-ointment"
@@ -357,7 +359,7 @@
item_state = "toolbox_yellow"
/obj/item/weapon/storage/toolbox/syndicate
name = "Suspicious looking toolbox"
name = "suspicious looking toolbox"
icon_state = "syndicate"
item_state = "toolbox_syndi"
origin_tech = "combat=1;syndicate=1"
@@ -376,32 +378,32 @@
/obj/item/weapon/storage/bible/booze
name = "bible"
desc = "Apply to head repeatedly."
desc = "To be applied to the head repeatedly."
icon_state ="bible"
/obj/item/weapon/storage/mousetraps
name = "Pest-B-Gon Mousetraps"
desc = "WARNING: Keep out of reach of children."
name = "box of Pest-B-Gon Mousetraps"
desc = "<B><FONT=red>WARNING:</FONT></B> <I>Keep out of reach of children</I>."
icon_state = "mousetraps"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/donkpocket_kit
name = "Donk-Pockets"
desc = "Remember to fully heat prior to serving. Product will cool if not eaten within seven minutes."
name = "box of donk-pockets"
desc = "<B>Instructions:</B> <I>Heat in microwave. Product will cool if not eaten within seven minutes.</I>"
icon_state = "donk_kit"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/condimentbottles
name = "Condiment Bottles"
desc = "A box of empty condiment bottles."
name = "box of condiment bottles"
desc = "It has a large ketchup smear on it."
icon_state = "box"
item_state = "syringe_kit"
foldable = /obj/item/stack/sheet/cardboard //BubbleWrap
/obj/item/weapon/storage/drinkingglasses
name = "Drinking Glasses"
desc = "A box of clean drinking glasses"
name = "box of drinking glasses"
desc = "It has a picture of drinking glasses on it."
icon_state = "box"
item_state = "syringe_kit"
item_state = "syringe_kit"
+82 -68
View File
@@ -3,7 +3,7 @@
icon = 'weapons.dmi'
/obj/item/weapon/offhand
name = "Offhand"
name = "offhand"
var/linked_weapon_name = ""
w_class = 5.0
icon_state = "offhand"
@@ -43,7 +43,7 @@
w_class = 1
/obj/item/weapon/sord
name = "SORD"
name = "\improper SORD"
desc = "This thing is so unspeakably shitty you are having a hard time even holding it."
icon_state = "sord"
item_state = "sord"
@@ -54,7 +54,7 @@
/obj/item/weapon/claymore
name = "claymore"
desc = "what are you standing around staring at this for? get to killing!"
desc = "What are you standing around staring at this for? Get to killing!"
icon_state = "claymore"
item_state = "claymore"
flags = FPRINT | ONBELT | TABLEPASS
@@ -81,7 +81,7 @@
origin_tech = "materials=2"
/obj/item/weapon/rsf
name = "Rapid-Service-Fabricator (RSF)"
name = "\improper Rapid-Service-Fabricator"
desc = "A device used to rapidly deploy service items."
icon = 'items.dmi'
icon_state = "rcd"
@@ -94,7 +94,7 @@
w_class = 3.0
/obj/item/weapon/rsp
name = "Rapid-Seed-Producer (RSP)"
name = "\improper Rapid-Seed-Producer (RSP)"
desc = "A device used to rapidly deploy seeds."
icon = 'items.dmi'
icon_state = "rcd"
@@ -107,7 +107,7 @@
w_class = 3.0
/obj/item/weapon/rcd_ammo
name = "Compressed matter cartridge"
name = "compressed matter cartridge"
desc = "Highly compressed matter for the RCD."
icon = 'ammo.dmi'
icon_state = "rcd"
@@ -120,8 +120,9 @@
g_amt = 15000
/obj/item/weapon/spacecash
name = "Space Cash"
desc = "You're rich, bitch!"
name = "space cash"
desc = "It's worth 1 credit."
gender = PLURAL
icon = 'items.dmi'
icon_state = "spacecash"
opacity = 0
@@ -138,25 +139,31 @@
/obj/item/weapon/spacecash/c10
icon_state = "spacecash10"
access = access_crate_cash
desc = "It's worth 10 credits."
/obj/item/weapon/spacecash/c20
icon_state = "spacecash20"
access = access_crate_cash
desc = "It's worth 20 credits."
/obj/item/weapon/spacecash/c50
icon_state = "spacecash50"
access = access_crate_cash
desc = "It's worth 50 credits."
/obj/item/weapon/spacecash/c100
icon_state = "spacecash100"
access = access_crate_cash
desc = "It's worth 100 credits."
/obj/item/weapon/spacecash/c200
icon_state = "spacecash200"
access = access_crate_cash
desc = "It's worth 200 credits."
/obj/item/weapon/spacecash/c500
icon_state = "spacecash500"
access = access_crate_cash
desc = "It's worth 500 credits."
/obj/item/weapon/spacecash/c1000
icon_state = "spacecash1000"
access = access_crate_cash
desc = "It's worth 1000 credits."
/obj/item/device/mass_spectrometer
desc = "A hand-held mass spectrometer which identifies trace chemicals in a blood sample."
@@ -182,7 +189,7 @@
origin_tech = "magnets=4;biotech=2"
/obj/item/weapon/melee/baton
name = "Stun Baton"
name = "stun baton"
desc = "A stun baton for hitting people with."
icon_state = "stunbaton"
item_state = "baton"
@@ -196,7 +203,7 @@
origin_tech = "combat=2"
/obj/item/weapon/melee/chainofcommand
name = "Chain of Command"
name = "chain of command"
desc = "The Captain is first and all other heads are last."
icon_state = "chainofcommand"
item_state = "chainofcommand"
@@ -213,7 +220,7 @@
var/active = 0
/obj/item/weapon/melee/energy/axe
name = "Axe"
name = "energy axe"
desc = "An energised battle axe."
icon_state = "axe0"
force = 40.0
@@ -260,7 +267,7 @@
var/datum/effect/effect/system/spark_spread/spark_system
/obj/item/weapon/bananapeel
name = "Banana Peel"
name = "banana peel"
desc = "A peel from a banana."
icon = 'items.dmi'
icon_state = "banana_peel"
@@ -271,8 +278,9 @@
throw_range = 20
/obj/item/weapon/soap
name = "Soap"
name = "soap"
desc = "A cheap bar of soap. Doesn't smell."
gender = PLURAL
icon = 'items.dmi'
icon_state = "soap"
w_class = 1.0
@@ -285,7 +293,7 @@
icon_state = "soapnt"
/obj/item/weapon/soap/deluxe
desc = "A deluxe Waffle Co. brand bar of soap. Smells of comdoms."
desc = "A deluxe Waffle Co. brand bar of soap. Smells of condoms."
icon_state = "soapdeluxe"
/obj/item/weapon/soap/syndie
@@ -370,7 +378,7 @@
color = "brown"
/obj/item/weapon/bikehorn
name = "Bike Horn"
name = "bike horn"
desc = "A horn off of a bicycle."
icon = 'items.dmi'
icon_state = "bike_horn"
@@ -404,6 +412,7 @@
/obj/item/stack/medical/ointment
name = "ointment"
desc = "Used to treat those nasty burns."
gender = PLURAL
singular_name = "ointment"
icon_state = "ointment"
heal_burn = 40
@@ -446,7 +455,7 @@
item_state = "card-id"
/obj/item/weapon/card/data/clown
name = "Coordinates to Clown Planet"
name = "coordinates to clown planet"
icon_state = "data"
item_state = "card-id"
layer = 3
@@ -485,14 +494,14 @@
origin_tech = "syndicate=3"
/obj/item/weapon/card/id/syndicate_command
name = "Syndicate ID card"
name = "syndicate ID card"
desc = "An ID straight from the Syndicate."
registered = "Syndicate"
assignment = "Syndicate Overlord"
access = list(access_syndicate)
/obj/item/weapon/card/id/captains_spare
name = "Captain's spare ID"
name = "captain's spare ID"
desc = "The spare ID of the High Lord himself."
icon_state = "gold"
item_state = "gold_id"
@@ -503,7 +512,7 @@
..()
/obj/item/weapon/card/id/centcom
name = "CentCom ID"
name = "\improper CentCom. ID"
desc = "An ID straight from Cent. Com."
icon_state = "centcom"
registered = "Central Command"
@@ -575,7 +584,7 @@
/obj/item/weapon/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
name = "Fire axe"
name = "fire axe"
desc = "Truly, the tool of a madman. Who would possibly think to fight fire with an axe?"
force = 5
w_class = 4.0
@@ -605,7 +614,7 @@
icon = 'items.dmi'
/obj/item/weapon/disk/nuclear
name = "Nuclear Authentication Disk"
name = "nuclear authentication disk"
desc = "Better keep this safe."
icon_state = "nucleardisk"
item_state = "card-id"
@@ -635,7 +644,7 @@
m_amt = 90
/obj/item/weapon/f_card
name = "Finger Print Card"
name = "finger print card"
desc = "Used to take fingerprints."
icon = 'card.dmi'
icon_state = "fingerprint0"
@@ -648,7 +657,7 @@
/obj/item/weapon/fcardholder
name = "Finger Print Case"
name = "fingerprint card case"
desc = "Apply finger print card."
icon = 'items.dmi'
icon_state = "fcardholder0"
@@ -715,6 +724,7 @@
/obj/item/weapon/handcuffs
name = "handcuffs"
desc = "Use this to keep prisoners in line."
gender = PLURAL
icon = 'items.dmi'
icon_state = "handcuff"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
@@ -767,7 +777,8 @@
/obj/item/weapon/paper
name = "Paper"
name = "paper"
gender = PLURAL
icon = 'paper.dmi'
icon_state = "paper"
var/info = null
@@ -786,8 +797,9 @@
var/siemens_coefficient = 0.80
/obj/item/weapon/directions
name = "Crumpled Paper"
desc = "This is a crumpled piece fo paper."
name = "crumpled paper"
gender = PLURAL
desc = "This is a crumpled piece of paper."
icon = 'weapons.dmi'
icon_state = "crumpled"
throwforce = 0
@@ -832,7 +844,7 @@
info = "Alert Levels:<BR>\nBlue- Emergency<BR>\n\t1. Caused by fire<BR>\n\t2. Caused by manual interaction<BR>\n\tAction:<BR>\n\t\tClose all fire doors. These can only be opened by reseting the alarm<BR>\nRed- Ejection/Self Destruct<BR>\n\t1. Caused by module operating computer.<BR>\n\tAction:<BR>\n\t\tAfter the specified time the module will eject completely.<BR>\n<BR>\nEngine Maintenance Instructions:<BR>\n\tShut off ignition systems:<BR>\n\tActivate internal power<BR>\n\tActivate orbital balance matrix<BR>\n\tRemove volatile liquids from area<BR>\n\tWear a fire suit<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nToxin Laboratory Procedure:<BR>\n\tWear a gas mask regardless<BR>\n\tGet an oxygen tank.<BR>\n\tActivate internal atmosphere<BR>\n<BR>\n\tAfter<BR>\n\t\tDecontaminate<BR>\n\t\tVisit medical examiner<BR>\n<BR>\nDisaster Procedure:<BR>\n\tFire:<BR>\n\t\tActivate sector fire alarm.<BR>\n\t\tMove to a safe area.<BR>\n\t\tGet a fire suit<BR>\n\t\tAfter:<BR>\n\t\t\tAssess Damage<BR>\n\t\t\tRepair damages<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tMeteor Shower:<BR>\n\t\tActivate fire alarm<BR>\n\t\tMove to the back of ship<BR>\n\t\tAfter<BR>\n\t\t\tRepair damage<BR>\n\t\t\tIf needed, Evacuate<BR>\n\tAccidental Reentry:<BR>\n\t\tActivate fire alrms in front of ship.<BR>\n\t\tMove volatile matter to a fire proof area!<BR>\n\t\tGet a fire suit.<BR>\n\t\tStay secure until an emergency ship arrives.<BR>\n<BR>\n\t\tIf ship does not arrive-<BR>\n\t\t\tEvacuate to a nearby safe area!"
/obj/item/weapon/paper_bin
name = "Paper Bin"
name = "paper bin"
desc = "This contains many papers."
icon = 'paper.dmi'
icon_state = "paper_bin1"
@@ -868,7 +880,7 @@
/obj/item/weapon/banhammer
desc = "A banhammer"
name = "Banhammer"
name = "banhammer"
icon = 'items.dmi'
icon_state = "toyhammer"
flags = FPRINT | ONBELT | TABLEPASS
@@ -896,7 +908,7 @@
m_amt = 3750
/obj/item/weapon/rubber_chicken
name = "Rubber Chicken"
name = "rubber chicken"
desc = "A rubber chicken, isn't that hilarious?"
icon = 'items.dmi'
icon_state = "rubber_chicken"
@@ -948,7 +960,7 @@
origin_tech = "magnets=2;syndicate=3"*/
/obj/item/weapon/SWF_uplink
name = "station bounced radio"
name = "station-bounced radio"
desc = "used to comunicate it appears."
icon = 'radio.dmi'
icon_state = "radio"
@@ -967,7 +979,7 @@
origin_tech = "magnets=1"
/obj/item/weapon/spellbook
name = "Spell Book"
name = "spell book"
desc = "The legendary book of spells of the wizard."
icon = 'library.dmi'
icon_state ="book"
@@ -1012,6 +1024,7 @@
/obj/item/weapon/table_parts
name = "table parts"
desc = "Parts of a table. Poor table."
gender = PLURAL
icon = 'items.dmi'
icon_state = "table_parts"
m_amt = 3750
@@ -1032,7 +1045,7 @@
flags = null
/obj/item/weapon/teleportation_scroll
name = "Teleportation Scroll"
name = "scroll of teleportation"
desc = "A scroll for moving around."
icon = 'wizard.dmi'
icon_state = "scroll"
@@ -1083,7 +1096,7 @@
var/minor_fault = 0 //If not 100% reliable, it will build up faults.
/obj/item/weapon/cell/crap
name = "Nanotrassen Brand Rechargable AA Battery"
name = "\improper Nanotrassen brand rechargable AA battery"
desc = "You can't top the plasma top." //TOTALLY TRADEMARK INFRINGEMENT
origin_tech = "powerstorage=0"
maxcharge = 500
@@ -1169,7 +1182,7 @@
desc = "Heavy-duty switching circuits for power control."
/obj/item/weapon/module/id_auth
name = "ID authentication module"
name = "\improper ID authentication module"
icon_state = "id_mod"
desc = "A module allowing secure authorization of ID cards."
@@ -1217,7 +1230,7 @@
w_class = 3.0
/obj/item/weapon/kitchenknife
name = "Kitchen knife"
name = "kitchen knife"
icon = 'kitchen.dmi'
icon_state = "knife"
desc = "A general purpose Chef's Knife made by SpaceCook Incorporated. Guaranteed to stay sharp for years to come."
@@ -1231,7 +1244,7 @@
origin_tech = "materials=1"
/obj/item/weapon/butch
name = "Butcher's Cleaver"
name = "butcher's Cleaver"
icon = 'kitchen.dmi'
icon_state = "butch"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown-by-products."
@@ -1245,10 +1258,10 @@
origin_tech = "materials=1"
/obj/item/weapon/tray
name = "Tray"
name = "tray"
icon = 'food.dmi'
icon_state = "tray"
desc = "A plastic tray to lay food on."
desc = "A metal tray to lay food on."
throwforce = 12.0
throwforce = 10.0
throw_speed = 1
@@ -1371,7 +1384,7 @@
origin_tech = "materials=1;biotech=1"
/obj/item/weapon/syntiflesh
name = "Syntiflesh"
name = "syntiflesh"
desc = "Meat that appears...strange..."
icon = 'food.dmi'
icon_state = "meat"
@@ -1424,7 +1437,7 @@
color = "medical"
/obj/item/weapon/stamp/denied
name = "DENIED rubber stamp"
name = "\improper DENIED rubber stamp"
icon_state = "stamp-qm"
color = "redcoat"
@@ -1480,15 +1493,15 @@
/obj/item/weapon/pai_cable
desc = "A flexible coated cable with a universal jack on one end."
desc = "Some spacey cable."
name = "data cable"
icon = 'power.dmi'
icon_state = "wire1"
var/obj/machinery/machine
/obj/item/weapon/plastique
name = "Plastic Explosives"
name = "plastic explosives"
desc = "Used to put holes in specific areas without too much extra hole."
gender = PLURAL
icon = 'assemblies.dmi'
icon_state = "plastic-explosive0"
item_state = "plasticx"
@@ -1503,6 +1516,7 @@
/obj/item/weapon/stock_parts
name = "stock part"
desc = "What?"
gender = PLURAL
icon = 'stock_parts.dmi'
w_class = 2.0
var/rating = 1
@@ -1513,14 +1527,14 @@
//Rank 1
/obj/item/weapon/stock_parts/console_screen
name = "Console Screen"
name = "console screen"
desc = "Used in the construction of computers and other devices with a interactive console."
icon_state = "screen"
origin_tech = "materials=1"
g_amt = 200
/obj/item/weapon/stock_parts/capacitor
name = "Capacitor"
name = "capacitor"
desc = "A basic capacitor used in the construction of a variety of devices."
icon_state = "capacitor"
origin_tech = "powerstorage=1"
@@ -1528,7 +1542,7 @@
g_amt = 50
/obj/item/weapon/stock_parts/scanning_module
name = "Scanning Module"
name = "scanning module"
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "scan_module"
origin_tech = "magnets=1"
@@ -1536,14 +1550,14 @@
g_amt = 20
/obj/item/weapon/stock_parts/manipulator
name = "Micro-Manipulator"
name = "micro-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "micro_mani"
origin_tech = "materials=1;programming=1"
m_amt = 30
/obj/item/weapon/stock_parts/micro_laser
name = "Micro-laser"
name = "micro-laser"
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = "magnets=1"
@@ -1551,7 +1565,7 @@
g_amt = 20
/obj/item/weapon/stock_parts/matter_bin
name = "Matter Bin"
name = "matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "matter_bin"
origin_tech = "materials=1"
@@ -1560,7 +1574,7 @@
//Rank 2
/obj/item/weapon/stock_parts/capacitor/adv
name = "Advanced Capacitor"
name = "advanced capacitor"
desc = "An advanced capacitor used in the construction of a variety of devices."
origin_tech = "powerstorage=3"
rating = 2
@@ -1568,7 +1582,7 @@
g_amt = 50
/obj/item/weapon/stock_parts/scanning_module/adv
name = "Advanced Scanning Module"
name = "advanced scanning module"
desc = "A compact, high resolution scanning module used in the construction of certain devices."
icon_state = "scan_module"
origin_tech = "magnets=3"
@@ -1577,7 +1591,7 @@
g_amt = 20
/obj/item/weapon/stock_parts/manipulator/nano
name = "Nano-Manipulator"
name = "nano-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
icon_state = "micro_mani"
origin_tech = "materials=3,programming=2"
@@ -1585,7 +1599,7 @@
m_amt = 30
/obj/item/weapon/stock_parts/micro_laser/high
name = "High-Power Micro-laser"
name = "high-power micro-laser"
desc = "A tiny laser used in certain devices."
icon_state = "micro_laser"
origin_tech = "magnets=3"
@@ -1594,7 +1608,7 @@
g_amt = 20
/obj/item/weapon/stock_parts/matter_bin/adv
name = "Advanced Matter Bin"
name = "advanced matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
icon_state = "matter_bin"
origin_tech = "materials=3"
@@ -1604,7 +1618,7 @@
//Rating 3
/obj/item/weapon/stock_parts/capacitor/super
name = "Super Capacitor"
name = "super capacitor"
desc = "A super-high capacity capacitor used in the construction of a variety of devices."
origin_tech = "powerstorage=5;materials=4"
rating = 3
@@ -1612,7 +1626,7 @@
g_amt = 50
/obj/item/weapon/stock_parts/scanning_module/phasic
name = "Phasic Scanning Module"
name = "phasic scanning module"
desc = "A compact, high resolution phasic scanning module used in the construction of certain devices."
origin_tech = "magnets=5"
rating = 3
@@ -1620,14 +1634,14 @@
g_amt = 20
/obj/item/weapon/stock_parts/manipulator/pico
name = "Pico-Manipulator"
name = "pico-manipulator"
desc = "A tiny little manipulator used in the construction of certain devices."
origin_tech = "materials=5,programming=2"
rating = 3
m_amt = 30
/obj/item/weapon/stock_parts/micro_laser/ultra
name = "Ultra-High-Power Micro-laser"
name = "ultra-high-power micro-laser"
desc = "A tiny laser used in certain devices."
origin_tech = "magnets=5"
rating = 3
@@ -1635,7 +1649,7 @@
g_amt = 20
/obj/item/weapon/stock_parts/matter_bin/super
name = "Super Matter Bin"
name = "super matter bin"
desc = "A container for hold compressed matter awaiting re-construction."
origin_tech = "materials=5"
rating = 3
@@ -1644,7 +1658,7 @@
// Subspace stock parts
/obj/item/weapon/stock_parts/subspace/ansible
name = "Subspace Ansible"
name = "subspace ansible"
icon_state = "subspace_ansible"
desc = "A compact module capable of sensing extradimensional activity."
origin_tech = "programming=3;magnets=5;materials=4;bluespace=2"
@@ -1652,7 +1666,7 @@
g_amt = 10
/obj/item/weapon/stock_parts/subspace/filter
name = "Hyperwave Filter"
name = "hyperwave filter"
icon_state = "hyperwave_filter"
desc = "A tiny device capable of filtering and converting super-intense radiowaves."
origin_tech = "programming=4;magnets=2"
@@ -1660,7 +1674,7 @@
g_amt = 10
/obj/item/weapon/stock_parts/subspace/amplifier
name = "Subspace Amplifier"
name = "subspace amplifier"
icon_state = "subspace_amplifier"
desc = "A compact micro-machine capable of amplifying weak subspace transmissions."
origin_tech = "programming=3;magnets=4;materials=4;bluespace=2"
@@ -1668,7 +1682,7 @@
g_amt = 10
/obj/item/weapon/stock_parts/subspace/treatment
name = "Subspace Treatment Disk"
name = "subspace treatment disk"
icon_state = "treatment_disk"
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
origin_tech = "programming=3;magnets=2;materials=5;bluespace=2"
@@ -1676,7 +1690,7 @@
g_amt = 10
/obj/item/weapon/stock_parts/subspace/analyzer
name = "Subspace Wavelength Analyzer"
name = "subspace wavelength analyzer"
icon_state = "wavelength_analyzer"
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
origin_tech = "programming=3;magnets=4;materials=4;bluespace=2"
@@ -1684,22 +1698,22 @@
g_amt = 10
/obj/item/weapon/stock_parts/subspace/crystal
name = "Ansible Crystal"
name = "ansible crystal"
icon_state = "ansible_crystal"
desc = "A crystal made from pure glass used to transmit laser databursts to subspace."
origin_tech = "magnets=4;materials=4;bluespace=2"
g_amt = 50
/obj/item/weapon/stock_parts/subspace/transmitter
name = "Subspace Transmitter"
name = "subspace transmitter"
icon_state = "subspace_transmitter"
desc = "A large piece of equipment used to open a window into the subspace dimension."
origin_tech = "magnets=5;materials=5;bluespace=3"
m_amt = 50
/obj/item/weapon/ectoplasm
name = "ectoplasm"
desc = "spooky"
gender = PLURAL
icon = 'wizard.dmi'
icon_state = "ectoplasm"
icon_state = "ectoplasm"
+1 -1
View File
@@ -9,6 +9,7 @@
/area/New()
master = src //moved outside the spawn(1) to avoid runtimes in lighting.dm when it references src.loc.loc.master ~Carn
src.icon = 'alert.dmi'
uid = ++global_uid
spawn(1)
@@ -18,7 +19,6 @@
if(sd_created)
related += src
return
master = src
related = list(src)
src.icon = 'alert.dmi'
+2 -2
View File
@@ -623,11 +623,11 @@ obj/machinery/hydroponics/attackby(var/obj/item/O as obj, var/mob/user as mob)
src.updateicon()
else
user << "\red The tray already has a seed in it!"
user << "\red The tray already has seeds in it!"
else if (istype(O, /obj/item/device/analyzer/plant_analyzer))
if(src.planted && src.myseed)
user << "*** <B>[src.myseed.name]</B> ***"
user << "*** <B>[src.myseed.plantname]</B> ***" //Carn: now reports the plants growing, not the seeds.
user << "-Plant Age: \blue [src.age]"
user << "-Plant Endurance: \blue [src.myseed.endurance]"
user << "-Plant Lifespan: \blue [src.myseed.lifespan]"
+4 -4
View File
@@ -624,7 +624,7 @@ var/list/obj/machinery/newscaster/allCasters = list() //list that will contain r
if (src.isbroken)
playsound(src.loc, 'hit_on_shattered_glass.ogg', 100, 1)
for (var/mob/O in hearers(5, src.loc))
O.show_message("[user.name] furtherly abuses the shattered [src.name]." )
O.show_message("<EM>[user.name]</EM> further abuses the shattered [src.name].")
else
if(istype(I, /obj/item/weapon) )
var/obj/item/weapon/W = I
@@ -831,7 +831,7 @@ obj/item/weapon/newspaper/attackby(obj/item/weapon/W as obj, mob/user as mob)
var/turf/T = get_turf(src)
if(channel)
for(var/mob/O in hearers(world.view-1, T))
O.show_message("<font color=Maroon><B>[src.name]</B> beeps, \"Breaking news from [channel]!</font>\"",2)
O.show_message("<span class='newscaster'><EM>[src.name]</EM> beeps, \"Breaking news from [channel]!\"</span>",2)
src.alert = 1
src.update_icon()
spawn(600)
@@ -839,5 +839,5 @@ obj/item/weapon/newspaper/attackby(obj/item/weapon/W as obj, mob/user as mob)
src.update_icon()
else
for(var/mob/O in hearers(world.view-1, T))
O.show_message("<font color=Maroon><B>[src.name]</B> beeps, \"Wanted notice posted!</font>\"",2)
playsound(src.loc, 'twobeep.ogg', 75, 1)
O.show_message("<span class='newscaster'><EM>[src.name]</EM> beeps, \"Wanted notice posted!\"</span>",2)
playsound(src.loc, 'twobeep.ogg', 75, 1)
+1 -1
View File
@@ -1,6 +1,6 @@
/obj/structure/closet/extinguisher
name = "Extinguisher closet"
name = "extinguisher closet"
desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
icon_state = "extinguisher10"
icon_opened = "extinguisher11"
-1
View File
@@ -10,7 +10,6 @@
var/looking_for_personality = 0
var/mob/living/silicon/pai/pai
attack_self(mob/user)
if (!in_range(src, user))
return
+18 -18
View File
@@ -1,5 +1,5 @@
/obj/item/device/radio/headset
name = "Radio Headset"
name = "radio headset"
desc = "An updated, modular intercom that fits over the head. Takes encryption keys"
icon_state = "headset"
item_state = "headset"
@@ -36,112 +36,112 @@
recalculateChannels()
/obj/item/device/radio/headset/headset_sec
name = "Security Radio Headset"
name = "security radio headset"
desc = "This is used by your elite security force. To access the security channel, use :s."
icon_state = "sec_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_sec
/obj/item/device/radio/headset/headset_eng
name = "Engineering Radio Headset"
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls. To access the engineering channel, use :e. "
icon_state = "eng_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_eng
/obj/item/device/radio/headset/headset_rob
name = "Robotics Radio Headset"
name = "robotics radio headset"
desc = "Made specifically for the roboticists who cannot decide between departments. To access the engineering channel, use :e. For research, use :n."
icon_state = "rob_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_rob
/obj/item/device/radio/headset/headset_med
name = "Medical Radio Headset"
name = "medical radio headset"
desc = "A headset for the trained staff of the medbay. To access the medical channel, use :m."
icon_state = "med_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_med
/obj/item/device/radio/headset/headset_sci
name = "Science Radio Headset"
name = "science radio headset"
desc = "A sciency headset. Like usual. To access the science channel, use :n."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_sci
/obj/item/device/radio/headset/headset_medsci
name = "Medical Research Radio Headset"
name = "medical research radio headset"
desc = "A headset that is a result of the mating between medical and science. To access the medical channel, use :m. For science, use :n."
icon_state = "med_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_medsci
/obj/item/device/radio/headset/headset_com
name = "Command Radio Headset"
name = "command radio headset"
desc = "A headset with a commanding channel. To access the command channel, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_com
/obj/item/device/radio/headset/heads/captain
name = "Captain's Headset"
name = "captain's headset"
desc = "The headset of the boss. Channels are as follows: :c - command, :s - security, :e - engineering, :d - mining, :q - cargo, :m - medical, :n - science."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/captain
/obj/item/device/radio/headset/heads/rd
name = "Research Director's Headset"
name = "Research Director's headset"
desc = "Headset of the researching God. To access the science channel, use :n. For command, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/rd
/obj/item/device/radio/headset/heads/hos
name = "Head of Security's Headset"
name = "head of security's headset"
desc = "The headset of the man who protects your worthless lifes. To access the security channel, use :s. For command, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/hos
/obj/item/device/radio/headset/heads/ce
name = "Chief Engineer's Headset"
name = "chief engineer's headset"
desc = "The headset of the guy who is in charge of morons. To access the engineering channel, use :e. For command, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/ce
/obj/item/device/radio/headset/heads/cmo
name = "Chief Medical Officer's Headset"
name = "chief medical officer's headset"
desc = "The headset of the highly trained medical chief. To access the medical channel, use :m. For command, use :c."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/cmo
/obj/item/device/radio/headset/heads/hop
name = "Head of Personnel's Headset"
name = "head of personnel's headset"
desc = "The headset of the guy who will one day be captain. Channels are as follows: :c - command, :s - security, :q - cargo, :d - mining."
icon_state = "com_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/hop
/obj/item/device/radio/headset/headset_mine
name = "Mining Radio Headset"
name = "mining radio headset"
desc = "Headset used by miners. How useless. To access the mining channel, use :d."
icon_state = "mine_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/headset_mine
/obj/item/device/radio/headset/heads/qm
name = "Quartermaster's Headset"
name = "quartermaster's headset"
desc = "The headset of the man who control your toiletpaper supply. To access the cargo channel, use :q. For mining, use :d."
icon_state = "cargo_headset"
item_state = "headset"
keyslot2 = new /obj/item/device/encryptionkey/heads/qm
/obj/item/device/radio/headset/headset_cargo
name = "Cargo Radio Headset"
name = "cargo radio headset"
desc = "Headset used by the QM's slaves. To access the cargo channel, use :q."
icon_state = "cargo_headset"
item_state = "headset"
@@ -240,7 +240,7 @@
if(!radio_controller)
sleep(30) // Waiting for the radio_controller to be created.
if(!radio_controller)
src.name = "Broken Radio Headset"
src.name = "broken radio headset"
return
secure_radio_connections[ch_name] = radio_controller.add_object(src, radiochannels[ch_name], RADIO_CHAT)
+1 -1
View File
@@ -1,5 +1,5 @@
/obj/item/device/radio/intercom
name = "Station Intercom (Radio)"
name = "station intercom"
desc = "Talk through this."
icon_state = "intercom"
anchored = 1
+1 -1
View File
@@ -20,7 +20,7 @@
/obj/item/stack/examine()
set src in view(1)
..()
usr << text("There are [] []\s left on the stack.", src.amount, src.singular_name)
usr << "There are [src.amount] [src.singular_name]\s in the stack."
return
/obj/item/stack/proc/use(var/amount)
+1 -1
View File
@@ -49,7 +49,7 @@
/obj/item/weapon/storage/belt/utility
name = "utility belt"
name = "tool-belt" //Carn: utility belt is nicer, but it bamboozles the text parsing.
desc = "Can hold various tools."
icon_state = "utilitybelt"
item_state = "utility"
+2 -2
View File
@@ -1,5 +1,5 @@
/obj/item/weapon/storage/lockbox
name = "Lockbox"
name = "lockbox"
desc = "A locked box."
icon_state = "lockbox+l"
item_state = "syringe_kit"
@@ -78,7 +78,7 @@
/obj/item/weapon/storage/lockbox/clusterbang
name = "Lockbox (Clusterbang)"
name = "lockbox (clusterbang)"
desc = "You have a bad feeling about opening this."
req_access = list(access_security)
+138 -96
View File
@@ -1,19 +1,5 @@
/mob/living/carbon/human/examine()
set src in view()
usr << "\blue *---------*"
usr << "\blue This is \icon[src.icon] <B>[src.name]</B>!"
// crappy hack because you can't do \his[src] etc
var/t_his = "its"
var/t_him = "it"
if (src.gender == MALE)
t_his = "his"
t_him = "him"
else if (src.gender == FEMALE)
t_his = "her"
t_him = "her"
set src in oview()
var/skipgloves = 0
var/skipsuitstorage = 0
@@ -23,6 +9,7 @@
var/skipears = 0
var/skipeyes = 0
//exosuits and helmets obscure our view and stuff.
if (src.wear_suit)
skipgloves = src.wear_suit.flags_inv & HIDEGLOVES
skipsuitstorage = src.wear_suit.flags_inv & HIDESUITSTORAGE
@@ -34,79 +21,128 @@
skipeyes = src.head.flags_inv & HIDEEYES
skipears = src.head.flags_inv & HIDEEARS
// crappy hacks because you can't do \his[src] etc. I'm sorry this proc is so unreadable, blame the text macros :<
var/t_He = "It" //capitalised for use at the start of each line.
var/t_his = "its"
var/t_him = "it"
var/t_has = "has"
var/t_is = "is"
var/msg = "<span class='info'>*---------*\nThis is "
if( skipjumpsuit && (wear_mask || skipmask) ) //big suits/masks make it hard to tell their gender
t_He = "They"
t_his = "their"
t_him = "them"
t_has = "have"
t_is = "are"
else
msg += "\icon[src.icon] "
switch(src.gender)
if(MALE)
t_He = "He"
t_his = "his"
t_him = "him"
if(FEMALE)
t_He = "She"
t_his = "her"
t_him = "her"
msg += "<EM>\a [src]</EM>!\n"
//uniform
if (src.w_uniform && !skipjumpsuit)
if (src.w_uniform.blood_DNA.len)
usr << "\red [src.name] is wearing a[src.w_uniform.blood_DNA.len ? " bloody " : " "] \icon[src.w_uniform] [src.w_uniform.name]!"
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.w_uniform.icon] [src.w_uniform.gender==PLURAL?"some":"a"] blood-stained [src.w_uniform.name]!</span>\n"
else
usr << "\blue [src.name] is wearing a \icon[src.w_uniform] [src.w_uniform.name]."
if (src.wear_suit)
if (src.wear_suit.blood_DNA.len)
usr << "\red [src.name] has a[src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name] on!"
else
usr << "\blue [src.name] has a \icon[src.wear_suit] [src.wear_suit.name] on."
msg += "[t_He] [t_is] wearing \icon[src.w_uniform] \a [src.w_uniform].\n"
//head
if (src.head)
if (src.head.blood_DNA.len)
usr << "\red [src.name] has a[src.head.blood_DNA.len ? " bloody " : " "] \icon[src.head] [src.head.name] on his head!"
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.head.icon] [src.head.gender==PLURAL?"some":"a"] blood-stained [src.head.name] on [t_his] head!</span>\n"
else
usr << "\blue [src.name] has a \icon[src.head] [src.head.name] on."
msg += "[t_He] [t_is] wearing \icon[src.head] \a [src.head] on [t_his] head.\n"
if (src.handcuffed)
usr << "\blue [src.name] is \icon[src.handcuffed] handcuffed!"
if (src.ears && !skipears)
usr << "\blue [src.name] has a \icon[src.ears] [src.ears.name] by [t_his] mouth."
if (src.wear_mask && !skipmask)
if (src.wear_mask.blood_DNA.len)
usr << "\red [src.name] has a[src.wear_mask.blood_DNA.len ? " bloody " : " "] \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face!"
//suit/armour
if (src.wear_suit)
if (src.wear_suit.blood_DNA.len)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.wear_suit.icon] [src.wear_suit.gender==PLURAL?"some":"a"] blood-stained [src.wear_suit.name]!</span>\n"
else
usr << "\blue [src.name] has a \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face."
msg += "[t_He] [t_is] wearing \icon[src.wear_suit] \a [src.wear_suit].\n"
if (src.l_hand)
if (src.l_hand.blood_DNA.len)
usr << "\red [src.name] has a[src.l_hand.blood_DNA.len ? " bloody " : " "] \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand!"
else
usr << "\blue [src.name] has a \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand."
if (src.r_hand)
if (src.r_hand.blood_DNA.len)
usr << "\red [src.name] has a[src.r_hand.blood_DNA.len ? " bloody " : " "] \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand!"
else
usr << "\blue [src.name] has a \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand."
if (src.belt)
if (src.belt.blood_DNA.len)
usr << "\red [src.name] has a[src.belt.blood_DNA.len ? " bloody " : " "] \icon[src.belt] [src.belt.name] on [t_his] belt!"
else
usr << "\blue [src.name] has a \icon[src.belt] [src.belt.name] on [t_his] belt."
//suit/armour storage
if(src.s_store && !skipsuitstorage)
if(src.s_store.blood_DNA.len)
usr << "\red [src.name] has a[src.s_store.blood_DNA.len ? " bloody " : " "] \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]!"
msg += "<span class='warning'>[t_He] [t_is] carrying \icon[src.s_store.icon] [src.s_store.gender==PLURAL?"some":"a"] blood-stained [src.s_store.name] on [t_his] [src.wear_suit.name]!</span>\n"
else
usr << "\blue [src.name] has a \icon[src.s_store] [src.s_store.name] on [t_his][src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name]."
msg += "[t_He] [t_is] carrying \icon[src.s_store] \a [src.s_store] on [t_his] [src.wear_suit.name].\n"
if (src.shoes && !skipshoes)
usr << "[src.shoes.blood_DNA.len ? "\red" : "\blue"] [src.name] is wearing[src.shoes.blood_DNA.len ? " bloody " : " "] \icon[src.shoes] [src.shoes.name] on [t_his] feet."
//back
if (src.back)
msg += "[t_He] [t_has] \icon[src.back] \a [src.back] on [t_his] back.\n"
//left hand
if (src.l_hand)
if (src.l_hand.blood_DNA.len)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[src.l_hand.icon] [src.l_hand.gender==PLURAL?"some":"a"] blood-stained [src.l_hand.name] in [t_his] left hand!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[src.l_hand] \a [src.l_hand] in [t_his] left hand.\n"
//right hand
if (src.r_hand)
if (src.r_hand.blood_DNA.len)
msg += "<span class='warning'>[t_He] [t_is] holding \icon[src.r_hand] [src.r_hand.gender==PLURAL?"some":"a"] blood-stained [src.r_hand.name] in [t_his] right hand!</span>\n"
else
msg += "[t_He] [t_is] holding \icon[src.r_hand] \a [src.r_hand] in [t_his] right hand.\n"
//gloves
if (src.gloves && !skipgloves)
if (src.gloves.blood_DNA.len)
usr << "\red [src.name] has bloody \icon[src.gloves] [src.gloves.name] on [t_his] hands!"
msg += "<span class='warning'>[t_He] [t_has] \icon[src.gloves.icon] [src.gloves.gender==PLURAL?"some":"a"] blood-stained [src.gloves.name] on [t_his] hands!</span>\n"
else
usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
msg += "[t_He] [t_has] \icon[src.gloves] \a [src.gloves] on [t_his] hands.\n"
else if (src.blood_DNA.len)
usr << "\red [src.name] has[src.blood_DNA.len ? " bloody " : " "] hands!"
msg += "<span class='warning'>[t_He] [t_has] blood-stained hands!</span>\n"
if (src.glasses && !skipeyes)
if (src.glasses.blood_DNA.len)
usr << "\red [src.name] has bloody \icon[src.glasses] [src.glasses.name] on [t_his] eyes!"
//handcuffed?
if (src.handcuffed)
msg += "[t_He] [t_is] \icon[src.handcuffed] handcuffed!\n"
//belt
if (src.belt)
if (src.belt.blood_DNA.len)
msg += "<span class='warning'>[t_He] [t_has] \icon[src.belt.icon] [src.belt.gender==PLURAL?"some":"a"] blood-stained [src.belt.name] about [t_his] waist!</span>\n"
else
usr << "\blue [src.name] has \icon[src.glasses] [src.glasses.name] on [t_his] eyes."
msg += "[t_He] [t_has] \icon[src.belt] \a [src.belt] about [t_his] waist.\n"
if (src.back)
usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
//shoes
if (src.shoes && !skipshoes)
if(src.shoes.blood_DNA.len)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.shoes.icon] [src.shoes.gender==PLURAL?"some":"a"] blood-stained [src.shoes.name] on [t_his] feet!</span>\n"
else
msg += "[t_He] [t_is] wearing \icon[src.shoes] \a [src.shoes] on [t_his] feet.\n"
//mask
if (src.wear_mask && !skipmask)
if (src.wear_mask.blood_DNA.len)
msg += "<span class='warning'>[t_He] [t_has] \icon[src.wear_mask.icon] [src.wear_mask.gender==PLURAL?"some":"a"] blood-stained [src.wear_mask.name] on [t_his] face!</span>\n"
else
msg += "[t_He] [t_has] \icon[src.wear_mask] \a [src.wear_mask] on [t_his] face.\n"
//eyes
if (!skipeyes)
if(src.glasses)
if (src.glasses.blood_DNA.len)
msg += "<span class='warning'>[t_He] [t_has] \icon[src.glasses] [src.gloves.gender==PLURAL?"some":"a"] blood-stained [src.glasses] covering [t_his] eyes!</span>\n"
else
msg += "[t_He] [t_has] \icon[src.glasses] \a [src.glasses] covering [t_his] eyes.\n"
//ears
if (src.ears && !skipears)
msg += "[t_He] [t_has] \icon[src.ears] \a [src.ears] on [t_his] ears.\n"
//ID
if (src.wear_id)
var/id
if(istype(src:wear_id, /obj/item/device/pda))
@@ -115,61 +151,67 @@
else
id = src.wear_id.registered
if (id != src.real_name && in_range(src, usr) && prob(10))
usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] yet doesn't seem to be that person!!!"
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[src.wear_id] \a [src.wear_id] yet something doesn't seem right...</span>\n"
else
usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name]."
msg += "[t_He] [t_is] wearing \icon[src.wear_id] \a [src.wear_id].\n"
//Jitters
if (src.is_jittery)
switch(src.jitteriness)
if(300 to INFINITY)
usr << "\red [src] is violently convulsing."
msg += "<span class='warning'>[t_He] [t_is] convulsing violently!</span>\n"
if(200 to 300)
usr << "\red [src] looks extremely jittery."
msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
if(100 to 200)
usr << "\red [src] is twitching ever so slightly."
msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
if (src.suiciding)
switch(src.suiciding)
if(1)
usr << "\red [src.name] appears to have bitten [t_his] tongue off!"
if (src.suiciding == 1)
msg += "<span class='warning'>[t_He] [t_has] bitten off [t_his] own tongue and suffered major bloodloss!</span>\n"
if (src.stat == 2 || (changeling && changeling.changeling_fakedeath == 1))
usr << "\red [src] is limp and unresponsive, a dull lifeless look in [t_his] eyes."
if (src.stat == DEAD || (changeling && changeling.changeling_fakedeath == 1))
msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive"
//Carn: yes I'm a pedant, you aren't seeing their lifeless eyes unless you can see their eyes in the first place.
if(!skipeyes)
msg += ", with a dull lifeless look in [t_his] eyes...</span>\n"
else
msg += "...</span>\n"
else
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
usr << "\red [src.name] looks slightly injured!"
msg += "[t_He] [t_has] minor bruising.\n"
else
usr << "\red <B>[src.name] looks severely injured!</B>"
if (src.getCloneLoss())
if (src.getCloneLoss() < 30)
usr << "\red [src.name] looks slightly... unfinished?"
else
usr << "\red <B>[src.name] looks very... unfinished?</B>"
msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 30)
usr << "\red [src.name] looks slightly burned!"
msg += "[t_He] [t_has] minor burns.\n"
else
usr << "\red <B>[src.name] looks severely burned!</B>"
msg += "<B>[t_He] [t_has] severe burns!</B>\n"
if (src.getCloneLoss())
if (src.getCloneLoss() < 30)
msg += "[t_He] [t_has] minor genetic deformities.\n"
else
msg += "<B>[t_He] [t_has] severe genetic deformities.</B>\n"
if (src.nutrition < 100)
usr << "\red [src.name] looks like flesh and bones."
msg += "[t_He] [t_is] severely malnourished.\n"
else if (src.nutrition >= 500)
if (usr.nutrition < 100)
usr << "\red [src.name] looks very round and delicious. Like a little piggy. A tasty piggy."
msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
else
usr << "\blue [src.name] looks quite chubby."
msg += "[t_He] [t_is] quite chubby.\n"
if (src.stat == 1)
usr << "\red [src.name] doesn't seem to be responding to anything around [t_him], [t_his] eyes closed as though asleep."
if (src.stat == UNCONSCIOUS)
msg += "[t_He] [t_is]n't responding to anything around [t_him]; [t_his] eyes are closed as though asleep.\n"
else if (src.getBrainLoss() >= 60)
usr << "\red [src.name] has a stupid expression on [t_his] face."
msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
msg += "</span>"
if (!src.client)
usr << "\red [src.name] doesn't seem as though they want to talk."
msg += "[t_He] [t_has] a vacant, braindead stare...\n"
msg += "*---------*</span>"
usr << "\blue *---------*"
usr << msg
@@ -1,29 +1,32 @@
/mob/living/carbon/metroid/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
if (src.stat == 2)
usr << text("\red [] is limp and unresponsive.", src.name)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It is limp and unresponsive.</span>\n"
else
if (src.getBruteLoss())
msg += "<span class='warning'>"
if (src.getBruteLoss() < 40)
usr << text("\red [] has some punctures in its flesh!", src.name)
msg += "It has some punctures in its flesh!"
else
usr << text("\red <B>[] has a lot of punctures and tears in its flesh!</B>", src.name)
msg += "<B>It has severe punctures and tears in its flesh!</B>"
msg += "</span>\n"
switch(powerlevel)
if(2 to 3)
usr << text("\blue [] seems to have little bit of electrical activity inside it.", src.name)
msg += "It is flickering gently with a little electrical activity.\n"
if(4 to 5)
usr << text("\blue [] seems to some electricity inside of it.", src.name)
msg += "It is glowing gently with moderate levels of electrical activity.\n"
if(6 to 9)
usr << text("\blue [] seems to have a lot of electricity inside of it.", src.name)
msg += "<span class='warning'>It is glowing brightly with high levels of electrical activity.</span>\n"
if(10)
usr << text("\blue <B>[] seems to have extreme electrical activity inside it!</B>", src.name)
msg += "<span class='warning'><B>It is radiating with massive levels of electrical activity!</B></span>\n"
msg += "*---------*</span>"
usr << msg
return
@@ -1,31 +1,37 @@
/mob/living/carbon/monkey/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.handcuffed)
usr << text("\blue [] is handcuffed! \icon[]", src.name, src.handcuffed)
msg += "It is \icon[src.handcuffed] handcuffed!\n"
if (src.wear_mask)
usr << text("\blue [] has a \icon[] [] on \his[] head!", src.name, src.wear_mask, src.wear_mask.name, src)
msg += "It has \icon[src.wear_mask] \a [src.wear_mask] on its head.\n"
if (src.l_hand)
usr << text("\blue [] has a \icon[] [] in \his[] left hand!", src.name, src.l_hand, src.l_hand.name, src)
msg += "It has \icon[src.l_hand] \a [src.l_hand] in its left hand.\n"
if (src.r_hand)
usr << text("\blue [] has a \icon[] [] in \his[] right hand!", src.name, src.r_hand, src.r_hand.name, src)
msg += "It has \icon[src.r_hand] \a [src.r_hand] in its right hand.\n"
if (src.back)
usr << text("\blue [] has a \icon[] [] on \his[] back!", src.name, src.back, src.back.name, src)
if (src.stat == 2)
usr << text("\red [] is limp and unresponsive, a dull lifeless look in their eyes.", src.name)
msg += "It has \icon[src.back] \a [src.back] on its back.\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It is limp and unresponsive, with no signs of life.</span>\n"
else
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
usr << text("\red [] looks slightly bruised!", src.name)
msg += "It has minor bruising.\n"
else
usr << text("\red <B>[] looks severely bruised!</B>", src.name)
msg += "<B>It has severe bruising!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 30)
usr << text("\red [] looks slightly burnt!", src.name)
msg += "It has minor burns.\n"
else
usr << text("\red <B>[] looks severely burnt!</B>", src.name)
if (src.stat == 1)
usr << text("\red [] doesn't seem to be responding to anything around them, their eyes closed as though asleep.", src.name)
msg += "<B>It has severe burns!</B>\n"
if (src.stat == UNCONSCIOUS)
msg += "It isn't responding to anything around it; it seems to be asleep.\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
+18 -13
View File
@@ -1,21 +1,26 @@
/mob/living/silicon/ai/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
if (src.stat == 2)
usr << text("\red [] is powered-down.", src.name)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
else
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
usr << text("\red [] looks slightly dented", src.name)
msg += "It looks slightly dented.\n"
else
usr << text("\red <B>[] looks severely dented!</B>", src.name)
if (src.getFireLoss())
if (src.getFireLoss() < 30)
usr << text("\red [] looks slightly burnt!", src.name)
else
usr << text("\red <B>[] looks severely burnt!</B>", src.name)
if (src.stat == 1)
usr << text("\red [] doesn't seem to be responding.", src.name)
msg += "<B>It looks severely dented!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 30)
msg += "It looks slightly charred.\n"
else
msg += "<B>Its casing is melted and heat-warped!</B>\n"
if (src.stat == UNCONSCIOUS)
msg += "It is non-responsive and displaying the text: \"RUNTIME: Sensory Overload, stack 26/3\".\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
+20 -14
View File
@@ -1,21 +1,27 @@
/mob/living/silicon/pai/examine()
/mob/living/silicon/pai/examine() //removed as it was pointless...moved to the pai-card instead.
/* This is totaly pointless because this mob is contained inside a card!
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
if (src.stat == 2)
usr << text("\red [] appears disabled.", src.name)
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.stat == DEAD)
msg += "<span class='deadsay'>It appears to be offline.</span>\n"
else
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 30)
usr << text("\red [] looks slightly dented", src.name)
msg += "It looks slightly dented.\n"
else
usr << text("\red <B>[]'s casing appears cracked and broken!</B>", src.name)
if (src.getFireLoss())
if (src.getFireLoss() < 30)
usr << text("\red [] looks slightly charred!", src.name)
else
usr << text("\red <B>[]'s casing is melted and heat-warped!</B>", src.name)
if (src.stat == 1)
usr << text("\red [] doesn't seem to be responding.", src.name)
msg += "<B>Its casing appears cracked and broken!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 30)
msg += "It looks slightly charred!\n"
else
msg += "<B>Its casing is melted and heat-warped!</B>\n"
if (src.stat == UNCONSCIOUS)
msg += "It doesn't seem to be responding and its text-output is lagging.\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
*/
return
@@ -1,24 +1,30 @@
/mob/living/silicon/robot/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
if (src.stat == 2)
usr << text("\red [src.name] is powered-down.")
var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
msg += "<span class='warning'>"
if (src.getBruteLoss())
if (src.getBruteLoss() < 75)
usr << text("\red [src.name] looks slightly dented")
msg += "It looks slightly dented.\n"
else
usr << text("\red <B>[src.name] looks severely dented!</B>")
msg += "<B>It looks severely dented!</B>\n"
if (src.getFireLoss())
if (src.getFireLoss() < 75)
usr << text("\red [src.name] looks slightly burnt!")
msg += "It looks slightly charred.\n"
else
usr << text("\red <B>[src.name] looks severely burnt!</B>")
if (src.stat == 1)
usr << text("\red [src.name] doesn't seem to be responding.")
msg += "<B>It looks severely burnt and heat-warped!</B>\n"
msg += "</span>"
if(opened)
usr << "The cover is open and the power cell is [ cell ? "installed" : "missing"]."
msg += "<span class='warning'>Its cover is open and the power cell is [cell ? "installed" : "missing"].</span>\n"
else
usr << "The cover is closed."
return
msg += "Its cover is closed.\n"
switch(src.stat)
if(CONSCIOUS)
if(!src.client) msg += "It appears to be in stand-by mode.\n" //afk
if(UNCONSCIOUS) msg += "<span class='warning'>It doesn't seem to be responding.</span>\n"
if(DEAD) msg += "<span class='deadsay'>It appears to be powered-down.</span>\n"
msg += "*---------*</span>"
usr << msg
return
@@ -67,6 +67,7 @@
return
switch(mod)
if("Standard")
updatename()
module = new /obj/item/weapon/robot_module/standard(src)
hands.icon_state = "standard"
icon_state = "robot"
@@ -74,6 +75,7 @@
feedback_inc("cyborg_standard",1)
if("Service")
updatename(mod)
module = new /obj/item/weapon/robot_module/butler(src)
hands.icon_state = "service"
var/icontype = input("Select an icon!", "Robot", null, null) in list("Waitress", "Bro", "Butler", "Kent", "Rich")
@@ -91,6 +93,7 @@
feedback_inc("cyborg_service",1)
if("Miner")
updatename(mod)
module = new /obj/item/weapon/robot_module/miner(src)
hands.icon_state = "miner"
icon_state = "Miner"
@@ -98,6 +101,7 @@
feedback_inc("cyborg_miner",1)
if("Medical")
updatename(mod)
module = new /obj/item/weapon/robot_module/medical(src)
hands.icon_state = "medical"
icon_state = "surgeon"
@@ -106,6 +110,7 @@
feedback_inc("cyborg_medical",1)
if("Security")
updatename(mod)
module = new /obj/item/weapon/robot_module/security(src)
hands.icon_state = "security"
icon_state = "bloodhound"
@@ -113,6 +118,7 @@
feedback_inc("cyborg_security",1)
if("Engineering")
updatename(mod)
module = new /obj/item/weapon/robot_module/engineering(src)
hands.icon_state = "engineer"
icon_state = "landmate"
@@ -120,6 +126,7 @@
feedback_inc("cyborg_engineering",1)
if("Janitor")
updatename(mod)
module = new /obj/item/weapon/robot_module/janitor(src)
hands.icon_state = "janitor"
icon_state = "mopgearrex"
@@ -129,6 +136,15 @@
overlays -= "eyes" //Takes off the eyes that it started with
updateicon()
/mob/living/silicon/robot/proc/updatename(var/prefix as text)
if( length(real_name) < 7 || !prefix ) return
//not really necessary but just to avoid annoying people with
//unique names seeming as nobody could give me a straight answer as
//to whether to remove custom borg names completely.
if(copytext(real_name, 1, 7) == "Cyborg")
real_name = "[prefix] [real_name]"
name = real_name
/mob/living/silicon/robot/verb/cmd_robot_alerts()
set category = "Robot Commands"
set name = "Show Alerts"
+1 -1
View File
@@ -705,7 +705,7 @@
if (!( usr ))
return
usr << "This is \an [name]."
usr << "That's \a [src]." //changed to "That's" from "This is" because "This is some metal sheets" sounds dumb compared to "That's some metal sheets" ~Carn
usr << desc
// *****RM
//usr << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
+13 -2
View File
@@ -361,12 +361,23 @@ datum/preferences
switch(link_tags["real_name"])
if("input")
new_name = input(user, "Please select a name:", "Character Generation") as text
var/list/bad_characters = list("_", "'", "\"", "<", ">", ";", "[", "]", "{", "}", "|", "\\")
var/list/bad_characters = list("_", "\"", "<", ">", ";", "\[", "\]", "{", "}", "|", "\\","0","1","2","3","4","5","6","7","8","9")
for(var/c in bad_characters)
new_name = dd_replacetext(new_name, c, "")
if(!new_name || (new_name == "Unknown") || (new_name == "floor") || (new_name == "wall") || (new_name == "r-wall"))
alert("Don't do this")
alert("Invalid name. Don't do that!")
return
if(length(new_name) >= 26)
alert("That name is too long.")
return
//Carn: To fix BYOND text-parsing errors caused by people using dumb capitalisation in their names.
var/tempname
for(var/N in dd_text2list(new_name, " "))
if(N && tempname) //if both aren't null strings
tempname += " "
tempname += capitalize(lowertext(N))
new_name = tempname
if("random")
randomize_name()
+42 -32
View File
@@ -101,13 +101,13 @@
/mob/living/simple_animal/constructarmoured/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 10
M.emote("mends some of [src]'s wounds")
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
@@ -117,17 +117,19 @@
/mob/living/simple_animal/constructarmoured/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
if (src.health != src.maxHealth)
if (src.health >= 150)
usr << text("\red [src.name] looks slightly dented")
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
usr << text("\red <B>[src.name] looks severely dented!</B>")
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
////////////////////////Wraith/////////////////////////////////////////////
@@ -223,13 +225,13 @@
/mob/living/simple_animal/constructwraith/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 10
M.emote("mends some of [src]'s wounds")
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
@@ -238,13 +240,17 @@
/mob/living/simple_animal/constructwraith/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
if (src.health != src.maxHealth)
if (src.health >= 35)
usr << text("\red [src.name] looks slightly dented")
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
usr << text("\red <B>[src.name] looks severely dented!</B>")
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
@@ -296,24 +302,28 @@
/mob/living/simple_animal/constructbuilder/attack_animal(mob/living/simple_animal/M as mob)
if(istype(M, /mob/living/simple_animal/constructbuilder))
health += 5
M.emote("mends some of [src]'s wounds")
M.emote("mends some of \the <EM>[src]'s</EM> wounds")
else
if(M.melee_damage_upper == 0)
M.emote("[M.friendly] [src]")
if(M.melee_damage_upper <= 0)
M.emote("[M.friendly] \the <EM>[src]</EM>")
else
for(var/mob/O in viewers(src, null))
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
O.show_message("<span class='attack'>\The <EM>[M]</EM> [M.attacktext] \the <EM>[src]</EM>!</span>", 1)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
health -= damage
/mob/living/simple_animal/constructbuilder/examine()
set src in oview()
usr << "\blue *---------*"
usr << text("\blue This is \icon[src] <B>[src.name]</B>!")
if (src.health != src.maxHealth)
if (src.health >= 75)
usr << text("\red [src.name] looks slightly dented")
var/msg = "<span cass='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
if (src.health < src.maxHealth)
msg += "<span class='warning'>"
if (src.health >= src.maxHealth/2)
msg += "It looks slightly dented.\n"
else
usr << text("\red <B>[src.name] looks severely dented!</B>")
msg += "<B>It looks severely dented!</B>\n"
msg += "</span>"
msg += "*---------*</span>"
usr << msg
return
+1 -4
View File
@@ -153,7 +153,6 @@
/obj/machinery/light/attackby(obj/item/W, mob/user)
// attempt to insert light
if(istype(W, /obj/item/weapon/light))
if(status != LIGHT_EMPTY)
@@ -347,14 +346,12 @@
// use_power(luminosity * LIGHTING_POWER_FACTOR, LIGHT)
// called when area power state changes
/obj/machinery/light/power_change()
spawn(0) //rand(0,15)
spawn(10)
var/area/A = src.loc.loc
A = A.master
seton(A.lightswitch && A.power_light)
// called when on fire
/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
+1
View File
@@ -88,6 +88,7 @@
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(var/obj/item/I, mob/user)
if(isrobot(user)) return //Carn: fix for borgs dropping their modules on conveyor belts
user.drop_item()
if(I && I.loc) I.loc = src.loc
return
+3 -3
View File
@@ -44,6 +44,9 @@
if(stat & BROKEN || !I || !user)
return
if(isrobot(user))
return
if(istype(I, /obj/item/weapon/melee/energy/blade))
user << "You can't place that item inside the disposal unit."
return
@@ -73,9 +76,6 @@
del(G)
return
if(isrobot(user))
return
if(!I) return
user.drop_item()
+41 -92
View File
@@ -1,120 +1,69 @@
client/script = {"<style>
body
{
font-family: Verdana, sans-serif;
}
{font-family: Verdana, sans-serif;}
h1, h2, h3, h4, h5, h6
{
color: #00f;
font-family: Georgia, Verdana, sans-serif;
}
{color: #0000ff; font-family: Georgia, Verdana, sans-serif;}
em
{font-style: normal; font-weight: bold;}
.motd
{
color: #638500;
font-family: Verdana, sans-serif;
}
{color: #638500; font-family: Verdana, sans-serif;}
.motd h1, .motd h2, .motd h3, .motd h4, .motd h5, .motd h6
{
color: #638500;
text-decoration: underline;
}
{color: #638500; text-decoration: underline;}
.motd a, .motd a:link, .motd a:visited, .motd a:active, .motd a:hover
{
color: #638500;
}
{color: #638500;}
.prefix
{
font-weight: bold;
}
.prefix { font-weight: bold;}
.ooc
{
font-weight: bold;
color: #002eb8;
}
.ooc {color: #002eb8; font-weight: bold;}
.adminooc
{
font-weight: bold;
color: #b82e00;
}
.adminooc {color: #b82e00; font-weight: bold;}
.admin
{
font-weight: bold;
color: #386aff;
}
.admin {color: #386aff; font-weight: bold;}
.gfartooc
{
font-weight: bold;
color: #0099cc;
}
.gfartooc {color: #0099cc; font-weight: bold;}
.gfartadmin
{
font-weight: bold;
color: #996600;
}
.gfartadmin {color: #996600; font-weight: bold;}
.medal
{
font-weight: bold;
color: #808000;
}
.medal {color: #808000; font-weight: bold;}
.name
{
font-weight: bold;
}
.name { font-weight: bold;}
.say
{
}
.say {}
.deadsay
{
color: #5c00e6;
}
.deadsay {color: #5c00e6;}
.radio
{
color: #008000;
}
.radio {color: #008000;}
.deptradio
{
color: #993399;
}
.deptradio {color: #993399;}
.comradio
{
color: #ACA82D;
}
.comradio {color: #ACA82D;}
.syndradio
{
color: #6D3F40;
}
.syndradio {color: #6D3F40;}
.alert
{
color: #ff0000;
}
.alert {color: #ff0000;}
h1.alert, h2.alert
{
color: #000000;
}
h1.alert, h2.alert {color: #000000;}
.emote { font-style: italic;}
.attack {color: #ff0000;}
.moderate {color: #CC0000;}
.disarm {color: #990000;}
.passive {color: #660000;}
.danger {color: #ff0000; font-weight: bold;}
.warning {color: #ff0000; font-style: italic;}
.rose {color: #ff5050;}
.info {color: #0000CC;}
.notice {color: #000099;}
.alien {color: #543354;}
.newscaster {color: #800000;}
.attack
{
font-weight: bold;
color: #f00;
}
</style>"}