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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:
@@ -1,19 +1,5 @@
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/mob/living/carbon/human/examine()
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set src in view()
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usr << "\blue *---------*"
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usr << "\blue This is \icon[src.icon] <B>[src.name]</B>!"
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// crappy hack because you can't do \his[src] etc
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var/t_his = "its"
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var/t_him = "it"
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if (src.gender == MALE)
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t_his = "his"
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t_him = "him"
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else if (src.gender == FEMALE)
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t_his = "her"
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t_him = "her"
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set src in oview()
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var/skipgloves = 0
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var/skipsuitstorage = 0
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@@ -23,6 +9,7 @@
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var/skipears = 0
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var/skipeyes = 0
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//exosuits and helmets obscure our view and stuff.
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if (src.wear_suit)
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skipgloves = src.wear_suit.flags_inv & HIDEGLOVES
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skipsuitstorage = src.wear_suit.flags_inv & HIDESUITSTORAGE
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@@ -34,79 +21,128 @@
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skipeyes = src.head.flags_inv & HIDEEYES
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skipears = src.head.flags_inv & HIDEEARS
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// crappy hacks because you can't do \his[src] etc. I'm sorry this proc is so unreadable, blame the text macros :<
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var/t_He = "It" //capitalised for use at the start of each line.
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var/t_his = "its"
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var/t_him = "it"
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var/t_has = "has"
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var/t_is = "is"
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var/msg = "<span class='info'>*---------*\nThis is "
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if( skipjumpsuit && (wear_mask || skipmask) ) //big suits/masks make it hard to tell their gender
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t_He = "They"
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t_his = "their"
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t_him = "them"
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t_has = "have"
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t_is = "are"
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else
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msg += "\icon[src.icon] "
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switch(src.gender)
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if(MALE)
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t_He = "He"
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t_his = "his"
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t_him = "him"
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if(FEMALE)
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t_He = "She"
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t_his = "her"
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t_him = "her"
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msg += "<EM>\a [src]</EM>!\n"
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//uniform
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if (src.w_uniform && !skipjumpsuit)
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if (src.w_uniform.blood_DNA.len)
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usr << "\red [src.name] is wearing a[src.w_uniform.blood_DNA.len ? " bloody " : " "] \icon[src.w_uniform] [src.w_uniform.name]!"
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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"
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else
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usr << "\blue [src.name] is wearing a \icon[src.w_uniform] [src.w_uniform.name]."
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if (src.wear_suit)
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if (src.wear_suit.blood_DNA.len)
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usr << "\red [src.name] has a[src.wear_suit.blood_DNA.len ? " bloody " : " "] \icon[src.wear_suit] [src.wear_suit.name] on!"
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else
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usr << "\blue [src.name] has a \icon[src.wear_suit] [src.wear_suit.name] on."
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msg += "[t_He] [t_is] wearing \icon[src.w_uniform] \a [src.w_uniform].\n"
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//head
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if (src.head)
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if (src.head.blood_DNA.len)
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usr << "\red [src.name] has a[src.head.blood_DNA.len ? " bloody " : " "] \icon[src.head] [src.head.name] on his head!"
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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"
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else
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usr << "\blue [src.name] has a \icon[src.head] [src.head.name] on."
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msg += "[t_He] [t_is] wearing \icon[src.head] \a [src.head] on [t_his] head.\n"
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if (src.handcuffed)
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usr << "\blue [src.name] is \icon[src.handcuffed] handcuffed!"
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if (src.ears && !skipears)
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usr << "\blue [src.name] has a \icon[src.ears] [src.ears.name] by [t_his] mouth."
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if (src.wear_mask && !skipmask)
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if (src.wear_mask.blood_DNA.len)
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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!"
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//suit/armour
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if (src.wear_suit)
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if (src.wear_suit.blood_DNA.len)
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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"
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else
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usr << "\blue [src.name] has a \icon[src.wear_mask] [src.wear_mask.name] on [t_his] face."
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msg += "[t_He] [t_is] wearing \icon[src.wear_suit] \a [src.wear_suit].\n"
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if (src.l_hand)
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if (src.l_hand.blood_DNA.len)
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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!"
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else
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usr << "\blue [src.name] has a \icon[src.l_hand] [src.l_hand.name] in [t_his] left hand."
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if (src.r_hand)
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if (src.r_hand.blood_DNA.len)
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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!"
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else
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usr << "\blue [src.name] has a \icon[src.r_hand] [src.r_hand.name] in [t_his] right hand."
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if (src.belt)
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if (src.belt.blood_DNA.len)
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usr << "\red [src.name] has a[src.belt.blood_DNA.len ? " bloody " : " "] \icon[src.belt] [src.belt.name] on [t_his] belt!"
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else
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usr << "\blue [src.name] has a \icon[src.belt] [src.belt.name] on [t_his] belt."
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//suit/armour storage
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if(src.s_store && !skipsuitstorage)
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if(src.s_store.blood_DNA.len)
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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]!"
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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"
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else
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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]."
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msg += "[t_He] [t_is] carrying \icon[src.s_store] \a [src.s_store] on [t_his] [src.wear_suit.name].\n"
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if (src.shoes && !skipshoes)
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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."
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//back
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if (src.back)
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msg += "[t_He] [t_has] \icon[src.back] \a [src.back] on [t_his] back.\n"
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//left hand
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if (src.l_hand)
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if (src.l_hand.blood_DNA.len)
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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"
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else
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msg += "[t_He] [t_is] holding \icon[src.l_hand] \a [src.l_hand] in [t_his] left hand.\n"
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//right hand
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if (src.r_hand)
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if (src.r_hand.blood_DNA.len)
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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"
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else
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msg += "[t_He] [t_is] holding \icon[src.r_hand] \a [src.r_hand] in [t_his] right hand.\n"
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//gloves
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if (src.gloves && !skipgloves)
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if (src.gloves.blood_DNA.len)
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usr << "\red [src.name] has bloody \icon[src.gloves] [src.gloves.name] on [t_his] hands!"
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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"
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else
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usr << "\blue [src.name] has \icon[src.gloves] [src.gloves.name] on [t_his] hands."
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msg += "[t_He] [t_has] \icon[src.gloves] \a [src.gloves] on [t_his] hands.\n"
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else if (src.blood_DNA.len)
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usr << "\red [src.name] has[src.blood_DNA.len ? " bloody " : " "] hands!"
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msg += "<span class='warning'>[t_He] [t_has] blood-stained hands!</span>\n"
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if (src.glasses && !skipeyes)
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if (src.glasses.blood_DNA.len)
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usr << "\red [src.name] has bloody \icon[src.glasses] [src.glasses.name] on [t_his] eyes!"
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//handcuffed?
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if (src.handcuffed)
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msg += "[t_He] [t_is] \icon[src.handcuffed] handcuffed!\n"
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//belt
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if (src.belt)
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if (src.belt.blood_DNA.len)
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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"
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else
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usr << "\blue [src.name] has \icon[src.glasses] [src.glasses.name] on [t_his] eyes."
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msg += "[t_He] [t_has] \icon[src.belt] \a [src.belt] about [t_his] waist.\n"
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if (src.back)
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usr << "\blue [src.name] has a \icon[src.back] [src.back.name] on [t_his] back."
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//shoes
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if (src.shoes && !skipshoes)
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if(src.shoes.blood_DNA.len)
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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"
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else
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msg += "[t_He] [t_is] wearing \icon[src.shoes] \a [src.shoes] on [t_his] feet.\n"
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//mask
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if (src.wear_mask && !skipmask)
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if (src.wear_mask.blood_DNA.len)
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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"
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else
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msg += "[t_He] [t_has] \icon[src.wear_mask] \a [src.wear_mask] on [t_his] face.\n"
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//eyes
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if (!skipeyes)
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if(src.glasses)
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if (src.glasses.blood_DNA.len)
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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"
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else
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msg += "[t_He] [t_has] \icon[src.glasses] \a [src.glasses] covering [t_his] eyes.\n"
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//ears
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if (src.ears && !skipears)
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msg += "[t_He] [t_has] \icon[src.ears] \a [src.ears] on [t_his] ears.\n"
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//ID
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if (src.wear_id)
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var/id
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if(istype(src:wear_id, /obj/item/device/pda))
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@@ -115,61 +151,67 @@
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else
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id = src.wear_id.registered
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if (id != src.real_name && in_range(src, usr) && prob(10))
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usr << "\red [src.name] is wearing \icon[src.wear_id] [src.wear_id.name] yet doesn't seem to be that person!!!"
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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"
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else
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usr << "\blue [src.name] is wearing \icon[src.wear_id] [src.wear_id.name]."
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msg += "[t_He] [t_is] wearing \icon[src.wear_id] \a [src.wear_id].\n"
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//Jitters
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if (src.is_jittery)
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switch(src.jitteriness)
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if(300 to INFINITY)
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usr << "\red [src] is violently convulsing."
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msg += "<span class='warning'>[t_He] [t_is] convulsing violently!</span>\n"
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if(200 to 300)
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usr << "\red [src] looks extremely jittery."
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msg += "<span class='warning'>[t_He] [t_is] extremely jittery.</span>\n"
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if(100 to 200)
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usr << "\red [src] is twitching ever so slightly."
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msg += "<span class='warning'>[t_He] [t_is] twitching ever so slightly.</span>\n"
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if (src.suiciding)
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switch(src.suiciding)
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if(1)
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usr << "\red [src.name] appears to have bitten [t_his] tongue off!"
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if (src.suiciding == 1)
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msg += "<span class='warning'>[t_He] [t_has] bitten off [t_his] own tongue and suffered major bloodloss!</span>\n"
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if (src.stat == 2 || (changeling && changeling.changeling_fakedeath == 1))
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usr << "\red [src] is limp and unresponsive, a dull lifeless look in [t_his] eyes."
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if (src.stat == DEAD || (changeling && changeling.changeling_fakedeath == 1))
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msg += "<span class='deadsay'>[t_He] [t_is] limp and unresponsive"
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//Carn: yes I'm a pedant, you aren't seeing their lifeless eyes unless you can see their eyes in the first place.
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if(!skipeyes)
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msg += ", with a dull lifeless look in [t_his] eyes...</span>\n"
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else
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msg += "...</span>\n"
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else
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msg += "<span class='warning'>"
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if (src.getBruteLoss())
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if (src.getBruteLoss() < 30)
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usr << "\red [src.name] looks slightly injured!"
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msg += "[t_He] [t_has] minor bruising.\n"
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else
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usr << "\red <B>[src.name] looks severely injured!</B>"
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if (src.getCloneLoss())
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if (src.getCloneLoss() < 30)
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usr << "\red [src.name] looks slightly... unfinished?"
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else
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usr << "\red <B>[src.name] looks very... unfinished?</B>"
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msg += "<B>[t_He] [t_has] severe bruising!</B>\n"
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if (src.getFireLoss())
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if (src.getFireLoss() < 30)
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usr << "\red [src.name] looks slightly burned!"
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msg += "[t_He] [t_has] minor burns.\n"
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else
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usr << "\red <B>[src.name] looks severely burned!</B>"
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msg += "<B>[t_He] [t_has] severe burns!</B>\n"
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if (src.getCloneLoss())
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if (src.getCloneLoss() < 30)
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msg += "[t_He] [t_has] minor genetic deformities.\n"
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else
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msg += "<B>[t_He] [t_has] severe genetic deformities.</B>\n"
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if (src.nutrition < 100)
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usr << "\red [src.name] looks like flesh and bones."
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msg += "[t_He] [t_is] severely malnourished.\n"
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else if (src.nutrition >= 500)
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if (usr.nutrition < 100)
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usr << "\red [src.name] looks very round and delicious. Like a little piggy. A tasty piggy."
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msg += "[t_He] [t_is] plump and delicious looking - Like a fat little piggy. A tasty piggy.\n"
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else
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usr << "\blue [src.name] looks quite chubby."
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msg += "[t_He] [t_is] quite chubby.\n"
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if (src.stat == 1)
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usr << "\red [src.name] doesn't seem to be responding to anything around [t_him], [t_his] eyes closed as though asleep."
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if (src.stat == UNCONSCIOUS)
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msg += "[t_He] [t_is]n't responding to anything around [t_him]; [t_his] eyes are closed as though asleep.\n"
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else if (src.getBrainLoss() >= 60)
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usr << "\red [src.name] has a stupid expression on [t_his] face."
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msg += "[t_He] [t_has] a stupid expression on [t_his] face.\n"
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msg += "</span>"
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if (!src.client)
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usr << "\red [src.name] doesn't seem as though they want to talk."
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msg += "[t_He] [t_has] a vacant, braindead stare...\n"
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msg += "*---------*</span>"
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usr << "\blue *---------*"
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usr << msg
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||||
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@@ -1,29 +1,32 @@
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/mob/living/carbon/metroid/examine()
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set src in oview()
|
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|
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usr << "\blue *---------*"
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usr << text("\blue This is \icon[] <B>[]</B>!", src, src.name)
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if (src.stat == 2)
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usr << text("\red [] is limp and unresponsive.", src.name)
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var/msg = "<span class='info'>*---------*\nThis is \icon[src] \a <EM>[src]</EM>!\n"
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if (src.stat == DEAD)
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msg += "<span class='deadsay'>It is limp and unresponsive.</span>\n"
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else
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if (src.getBruteLoss())
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msg += "<span class='warning'>"
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if (src.getBruteLoss() < 40)
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usr << text("\red [] has some punctures in its flesh!", src.name)
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msg += "It has some punctures in its flesh!"
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else
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usr << text("\red <B>[] has a lot of punctures and tears in its flesh!</B>", src.name)
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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
|
||||
@@ -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
|
||||
@@ -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"
|
||||
|
||||
@@ -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]"
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
|
||||
Reference in New Issue
Block a user