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
+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()