Re-organizes Lavaland Files; Makes some Balacne tweaks

This commit is contained in:
Fox McCloud
2019-08-24 03:58:05 -04:00
parent 9ffb7defad
commit 9b9d5461ef
22 changed files with 1640 additions and 1627 deletions
@@ -0,0 +1,97 @@
/****************Explorer's Suit and Mask****************/
/obj/item/clothing/suit/hooded/explorer
name = "explorer suit"
desc = "An armoured suit for exploring harsh environments."
icon_state = "explorer"
item_state = "explorer"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
hoodtype = /obj/item/clothing/head/hooded/explorer
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50)
allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
resistance_flags = FIRE_PROOF
hide_tail_by_species = list("Vox" , "Vulpkanin" , "Unathi" , "Tajaran")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/suit.dmi',
"Drask" = 'icons/mob/species/drask/suit.dmi',
"Tajaran" = 'icons/mob/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/species/unathi/suit.dmi',
"Vulpkanin" = 'icons/mob/species/vulpkanin/suit.dmi'
)
/obj/item/clothing/head/hooded/explorer
name = "explorer hood"
desc = "An armoured hood for exploring harsh environments."
icon_state = "explorer"
item_state = "explorer"
body_parts_covered = HEAD
flags = BLOCKHAIR | NODROP
flags_cover = HEADCOVERSEYES
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT
armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50)
resistance_flags = FIRE_PROOF
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/head.dmi',
"Drask" = 'icons/mob/species/drask/head.dmi',
"Grey" = 'icons/mob/species/grey/head.dmi',
"Skrell" = 'icons/mob/species/skrell/head.dmi'
)
/obj/item/clothing/suit/space/hostile_environment
name = "H.E.C.K. suit"
desc = "Hostile Environment Cross-Kinetic Suit: A suit designed to withstand the wide variety of hazards from Lavaland. It wasn't enough for its last owner."
icon_state = "hostile_env"
item_state = "hostile_env"
flags = THICKMATERIAL //not spaceproof
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
burn_state = FIRE_PROOF | LAVA_PROOF
slowdown = 0
armor = list(melee = 70, bullet = 40, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 100)
allowed = list(/obj/item/flashlight, /obj/item/tank, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
/obj/item/clothing/suit/space/hostile_environment/New()
..()
AddComponent(/datum/component/spraycan_paintable)
START_PROCESSING(SSobj, src)
/obj/item/clothing/suit/space/hostile_environment/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/clothing/suit/space/hostile_environment/process()
var/mob/living/carbon/C = loc
if(istype(C) && prob(2)) //cursed by bubblegum
if(prob(15))
new /obj/effect/hallucination/oh_yeah(get_turf(C), C)
to_chat(C, "<span class='colossus'><b>[pick("I AM IMMORTAL.","I SHALL TAKE BACK WHAT'S MINE.","I SEE YOU.","YOU CANNOT ESCAPE ME FOREVER.","DEATH CANNOT HOLD ME.")]</b></span>")
else
to_chat(C, "<span class='warning'>[pick("You hear faint whispers.","You smell ash.","You feel hot.","You hear a roar in the distance.")]</span>")
/obj/item/clothing/head/helmet/space/hostile_environment
name = "H.E.C.K. helmet"
desc = "Hostile Environiment Cross-Kinetic Helmet: A helmet designed to withstand the wide variety of hazards from Lavaland. It wasn't enough for its last owner."
icon_state = "hostile_env"
item_state = "hostile_env"
w_class = WEIGHT_CLASS_NORMAL
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
flags = THICKMATERIAL // no space protection
armor = list(melee = 70, bullet = 40, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 100)
burn_state = FIRE_PROOF | LAVA_PROOF
/obj/item/clothing/head/helmet/space/hostile_environment/New()
..()
AddComponent(/datum/component/spraycan_paintable)
update_icon()
/obj/item/clothing/head/helmet/space/hostile_environment/update_icon()
..()
cut_overlays()
var/mutable_appearance/glass_overlay = mutable_appearance(icon, "hostile_env_glass")
glass_overlay.appearance_flags = RESET_COLOR
add_overlay(glass_overlay)
@@ -0,0 +1,122 @@
/**********************Lazarus Injector**********************/
/obj/item/lazarus_injector
name = "lazarus injector"
desc = "An injector with a cocktail of nanomachines and chemicals, this device can seemingly raise animals from the dead, making them become friendly to the user. Unfortunately, the process is useless on higher forms of life and incredibly costly, so these were hidden in storage until an executive thought they'd be great motivation for some of their employees."
icon = 'icons/obj/hypo.dmi'
icon_state = "lazarus_hypo"
item_state = "hypo"
origin_tech = "biotech=4;magnets=6"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
var/loaded = 1
var/malfunctioning = 0
var/revive_type = SENTIENCE_ORGANIC //So you can't revive boss monsters or robots with it
/obj/item/lazarus_injector/afterattack(atom/target, mob/user, proximity_flag)
if(!loaded)
return
if(istype(target, /mob/living) && proximity_flag)
if(istype(target, /mob/living/simple_animal))
var/mob/living/simple_animal/M = target
if(M.sentience_type != revive_type)
to_chat(user, "<span class='info'>[src] does not work on this sort of creature.</span>")
return
if(M.stat == DEAD)
M.faction = list("neutral")
M.revive()
M.can_collar = 1
if(istype(target, /mob/living/simple_animal/hostile))
var/mob/living/simple_animal/hostile/H = M
if(malfunctioning)
H.faction |= list("lazarus", "\ref[user]")
H.robust_searching = 1
H.friends += user
H.attack_same = 1
log_game("[user] has revived hostile mob [target] with a malfunctioning lazarus injector")
else
H.attack_same = 0
loaded = 0
user.visible_message("<span class='notice'>[user] injects [M] with [src], reviving it.</span>")
playsound(src,'sound/effects/refill.ogg',50,1)
icon_state = "lazarus_empty"
return
else
to_chat(user, "<span class='info'>[src] is only effective on the dead.</span>")
return
else
to_chat(user, "<span class='info'>[src] is only effective on lesser beings.</span>")
return
/obj/item/lazarus_injector/emag_act(mob/user)
if(!malfunctioning)
malfunctioning = 1
to_chat(user, "<span class='notice'>You override [src]'s safety protocols.</span>")
/obj/item/lazarus_injector/emp_act()
if(!malfunctioning)
malfunctioning = 1
/obj/item/lazarus_injector/examine(mob/user)
..(user)
if(!loaded)
to_chat(user, "<span class='info'>[src] is empty.</span>")
if(malfunctioning)
to_chat(user, "<span class='info'>The display on [src] seems to be flickering.</span>")
/*********************Mob Capsule*************************/
/obj/item/mobcapsule
name = "lazarus capsule"
desc = "It allows you to store and deploy lazarus-injected creatures easier."
icon = 'icons/obj/mobcap.dmi'
icon_state = "mobcap0"
w_class = WEIGHT_CLASS_TINY
throw_range = 20
var/mob/living/simple_animal/captured = null
var/colorindex = 0
/obj/item/mobcapsule/Destroy()
if(captured)
captured.ghostize()
QDEL_NULL(captured)
return ..()
/obj/item/mobcapsule/attack(var/atom/A, mob/user, prox_flag)
if(!istype(A, /mob/living/simple_animal) || isbot(A))
return ..()
capture(A, user)
return 1
/obj/item/mobcapsule/proc/capture(var/mob/target, var/mob/U as mob)
var/mob/living/simple_animal/T = target
if(captured)
to_chat(U, "<span class='notice'>Capture failed!</span>: The capsule already has a mob registered to it!")
else
if(istype(T) && "neutral" in T.faction)
T.forceMove(src)
T.name = "[U.name]'s [initial(T.name)]"
T.cancel_camera()
name = "Lazarus Capsule: [initial(T.name)]"
to_chat(U, "<span class='notice'>You placed a [T.name] inside the Lazarus Capsule!</span>")
captured = T
else
to_chat(U, "You can't capture that mob!")
/obj/item/mobcapsule/throw_impact(atom/A, mob/user)
..()
if(captured)
dump_contents(user)
/obj/item/mobcapsule/proc/dump_contents(mob/user)
if(captured)
captured.forceMove(get_turf(src))
captured = null
/obj/item/mobcapsule/attack_self(mob/user)
colorindex += 1
if(colorindex >= 6)
colorindex = 0
icon_state = "mobcap[colorindex]"
update_icon()
@@ -0,0 +1,116 @@
/**********************Mining Scanner**********************/
/obj/item/mining_scanner
desc = "A scanner that checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear material scanners for optimal results."
name = "manual mining scanner"
icon = 'icons/obj/device.dmi'
icon_state = "mining1"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 0
origin_tech = "engineering=1;magnets=1"
/obj/item/mining_scanner/attack_self(mob/user)
if(!user.client)
return
if(!cooldown)
cooldown = 1
spawn(40)
cooldown = 0
var/list/mobs = list()
mobs |= user
mineral_scan_pulse(mobs, get_turf(user))
//Debug item to identify all ore spread quickly
/obj/item/mining_scanner/admin
/obj/item/mining_scanner/admin/attack_self(mob/user)
for(var/turf/simulated/mineral/M in world)
if(M.scan_state)
M.icon_state = M.scan_state
qdel(src)
/obj/item/t_scanner/adv_mining_scanner
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear meson scanners for optimal results. This one has an extended range."
name = "advanced automatic mining scanner"
icon_state = "mining0"
item_state = "analyzer"
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
var/cooldown = 35
var/on_cooldown = 0
var/range = 7
var/meson = TRUE
origin_tech = "engineering=3;magnets=3"
/obj/item/t_scanner/adv_mining_scanner/cyborg
flags = CONDUCT | NODROP
/obj/item/t_scanner/adv_mining_scanner/material
meson = FALSE
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear material scanners for optimal results. This one has an extended range."
/obj/item/t_scanner/adv_mining_scanner/lesser
name = "automatic mining scanner"
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear meson scanners for optimal results."
range = 4
cooldown = 50
/obj/item/t_scanner/adv_mining_scanner/lesser/material
desc = "A scanner that automatically checks surrounding rock for useful minerals; it can also be used to stop gibtonite detonations. Wear material scanners for optimal results."
meson = FALSE
/obj/item/t_scanner/adv_mining_scanner/scan()
if(!on_cooldown)
on_cooldown = 1
spawn(cooldown)
on_cooldown = 0
var/turf/t = get_turf(src)
var/list/mobs = recursive_mob_check(t, client_check = 1, sight_check = 0, include_radio = 0)
if(!mobs.len)
return
if(meson)
mineral_scan_pulse(mobs, t, range)
else
mineral_scan_pulse_material(mobs, t, range)
//For use with mesons
/proc/mineral_scan_pulse(list/mobs, turf/T, range = world.view)
var/list/minerals = list()
for(var/turf/simulated/mineral/M in range(range, T))
if(M.scan_state)
minerals += M
if(minerals.len)
for(var/mob/user in mobs)
if(user.client)
var/client/C = user.client
for(var/turf/simulated/mineral/M in minerals)
var/turf/F = get_turf(M)
var/image/I = image('icons/turf/mining.dmi', loc = F, icon_state = M.scan_state, layer = 18)
C.images += I
spawn(30)
if(C)
C.images -= I
//For use with material scanners
/proc/mineral_scan_pulse_material(list/mobs, turf/T, range = world.view)
var/list/minerals = list()
for(var/turf/simulated/mineral/M in range(range, T))
if(M.scan_state)
minerals += M
if(minerals.len)
for(var/turf/simulated/mineral/M in minerals)
var/obj/effect/temp_visual/mining_overlay/C = new/obj/effect/temp_visual/mining_overlay(M)
C.icon_state = M.scan_state
/obj/effect/temp_visual/mining_overlay
layer = 18
icon = 'icons/turf/mining.dmi'
anchored = 1
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
duration = 30
pixel_x = -4
pixel_y = -4
@@ -0,0 +1,142 @@
/*****************Pickaxes & Drills & Shovels****************/
/obj/item/pickaxe
name = "pickaxe"
icon = 'icons/obj/items.dmi'
icon_state = "pickaxe"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 15
throwforce = 10
item_state = "pickaxe"
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_METAL=2000) //one sheet, but where can you make them?
origin_tech = "materials=2;engineering=3"
attack_verb = list("hit", "pierced", "sliced", "attacked")
var/list/digsound = list('sound/effects/picaxe1.ogg','sound/effects/picaxe2.ogg','sound/effects/picaxe3.ogg')
var/drill_verb = "picking"
sharp = 1
var/excavation_amount = 100
usesound = 'sound/effects/picaxe1.ogg'
toolspeed = 1
/obj/item/pickaxe/proc/playDigSound()
playsound(src, pick(digsound),20,1)
/obj/item/pickaxe/emergency
name = "emergency disembarkation tool"
desc = "For extracting yourself from rough landings."
/obj/item/pickaxe/safety
name = "safety pickaxe"
desc = "A pickaxe designed to be only effective at digging rock and ore, very ineffective as a weapon."
force = 1
throwforce = 1
attack_verb = list("ineffectively hit")
/obj/item/pickaxe/mini
name = "compact pickaxe"
desc = "A smaller, compact version of the standard pickaxe."
icon_state = "minipick"
force = 10
throwforce = 7
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL = 1000)
/obj/item/pickaxe/silver
name = "silver-plated pickaxe"
icon_state = "spickaxe"
item_state = "spickaxe"
origin_tech = "materials=3;engineering=4"
toolspeed = 0.5 //mines faster than a normal pickaxe, bought from mining vendor
desc = "A silver-plated pickaxe that mines slightly faster than standard-issue."
force = 17
/obj/item/pickaxe/gold
name = "golden pickaxe"
icon_state = "gpickaxe"
item_state = "gpickaxe"
origin_tech = "materials=4;engineering=4"
toolspeed = 0.4
desc = "A gold-plated pickaxe that mines faster than standard-issue."
force = 18
/obj/item/pickaxe/diamond
name = "diamond-tipped pickaxe"
icon_state = "dpickaxe"
item_state = "dpickaxe"
origin_tech = "materials=5;engineering=4"
toolspeed = 0.3
desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt."
force = 19
/obj/item/pickaxe/drill
name = "mining drill"
icon_state = "handdrill"
item_state = "jackhammer"
digsound = list('sound/weapons/drill.ogg')
toolspeed = 0.6 //available from roundstart, faster than a pickaxe.
hitsound = 'sound/weapons/drill.ogg'
usesound = 'sound/weapons/drill.ogg'
origin_tech = "materials=2;powerstorage=2;engineering=3"
desc = "An electric mining drill for the especially scrawny."
/obj/item/pickaxe/drill/cyborg
name = "cyborg mining drill"
desc = "An integrated electric mining drill."
flags = NODROP
/obj/item/pickaxe/drill/diamonddrill
name = "diamond-tipped mining drill"
icon_state = "diamonddrill"
origin_tech = "materials=6;powerstorage=4;engineering=4"
desc = "Yours is the drill that will pierce the heavens!"
toolspeed = 0.2
/obj/item/pickaxe/drill/cyborg/diamond //This is the BORG version!
name = "diamond-tipped cyborg mining drill" //To inherit the NODROP flag, and easier to change borg specific drill mechanics.
icon_state = "diamonddrill"
toolspeed = 0.2
/obj/item/pickaxe/drill/jackhammer
name = "sonic jackhammer"
icon_state = "jackhammer"
item_state = "jackhammer"
origin_tech = "materials=6;powerstorage=4;engineering=5;magnets=4"
digsound = list('sound/weapons/sonic_jackhammer.ogg')
hitsound = 'sound/weapons/sonic_jackhammer.ogg'
usesound = 'sound/weapons/sonic_jackhammer.ogg'
desc = "Cracks rocks with sonic blasts, and doubles as a demolition power tool for smashing walls."
toolspeed = 0.1 //the epitome of powertools. extremely fast mining, laughs at puny walls
/obj/item/shovel
name = "shovel"
desc = "A large tool for digging and moving dirt."
icon = 'icons/obj/items.dmi'
icon_state = "shovel"
flags = CONDUCT
slot_flags = SLOT_BELT
force = 8
throwforce = 4
item_state = "shovel"
w_class = WEIGHT_CLASS_NORMAL
materials = list(MAT_METAL=50)
origin_tech = "materials=2;engineering=2"
attack_verb = list("bashed", "bludgeoned", "thrashed", "whacked")
usesound = 'sound/effects/shovel_dig.ogg'
toolspeed = 1
/obj/item/shovel/spade
name = "spade"
desc = "A small tool for digging and moving dirt."
icon_state = "spade"
item_state = "spade"
force = 5
throwforce = 7
w_class = WEIGHT_CLASS_SMALL
/obj/item/shovel/safety
name = "safety shovel"
desc = "A large tool for digging and moving dirt. Was modified with extra safety, making it ineffective as a weapon."
force = 1
throwforce = 1
attack_verb = list("ineffectively hit")
@@ -0,0 +1,139 @@
/*********************Hivelord stabilizer****************/
/obj/item/hivelordstabilizer
name = "hivelord stabilizer"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle19"
desc = "Inject a hivelord core with this stabilizer to preserve its healing powers indefinitely."
w_class = WEIGHT_CLASS_TINY
origin_tech = "biotech=3"
/obj/item/hivelordstabilizer/afterattack(obj/item/organ/internal/M, mob/user)
. = ..()
var/obj/item/organ/internal/hivelord_core/C = M
if(!istype(C, /obj/item/organ/internal/hivelord_core))
to_chat(user, "<span class='warning'>The stabilizer only works on certain types of monster organs, generally regenerative in nature.</span>")
return ..()
C.preserved()
to_chat(user, "<span class='notice'>You inject the [M] with the stabilizer. It will no longer go inert.</span>")
qdel(src)
/************************Hivelord core*******************/
/obj/item/organ/internal/hivelord_core
name = "hivelord remains"
desc = "All that remains of a hivelord. It can be used to help keep your body going, but it will rapidly decay into uselessness."
icon_state = "roro core 2"
flags = NOBLUDGEON
slot = "hivecore"
force = 0
actions_types = list(/datum/action/item_action/organ_action/use)
var/inert = 0
var/preserved = 0
/obj/item/organ/internal/hivelord_core/New()
..()
addtimer(CALLBACK(src, .proc/inert_check), 2400)
/obj/item/organ/internal/hivelord_core/proc/inert_check()
if(!preserved)
go_inert()
/obj/item/organ/internal/hivelord_core/proc/preserved(implanted = 0)
inert = FALSE
preserved = TRUE
update_icon()
desc = "All that remains of a hivelord. It is preserved, allowing you to use it to heal completely without danger of decay."
if(implanted)
feedback_add_details("hivelord_core", "[type]|implanted")
else
feedback_add_details("hivelord_core", "[type]|stabilizer")
/obj/item/organ/internal/hivelord_core/proc/go_inert()
inert = TRUE
name = "decayed regenerative core"
desc = "All that remains of a hivelord. It has decayed, and is completely useless."
feedback_add_details("hivelord_core", "[src.type]|inert")
update_icon()
/obj/item/organ/internal/hivelord_core/ui_action_click()
if(inert)
to_chat(owner, "<span class='notice'>[src] breaks down as it tries to activate.</span>")
else
owner.revive()
qdel(src)
/obj/item/organ/internal/hivelord_core/on_life()
..()
if(owner.health < HEALTH_THRESHOLD_CRIT)
ui_action_click()
///Handles applying the core, logging and status/mood events.
/obj/item/organ/internal/hivelord_core/proc/applyto(atom/target, mob/user)
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(inert)
to_chat(user, "<span class='notice'>[src] has decayed and can no longer be used to heal.</span>")
return
else
if(H.stat == DEAD)
to_chat(user, "<span class='notice'>[src] is useless on the dead.</span>")
return
if(H != user)
H.visible_message("[user] forces [H] to apply [src]... Black tendrils entangle and reinforce [H.p_them()]!")
feedback_add_details("hivelord_core","[src.type]|used|other")
else
to_chat(user, "<span class='notice'>You start to smear [src] on yourself. Disgusting tendrils hold you together and allow you to keep moving, but for how long?</span>")
feedback_add_details("hivelord_core","[src.type]|used|self")
H.revive()
user.drop_item()
qdel(src)
/obj/item/organ/internal/hivelord_core/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag)
applyto(target, user)
/obj/item/organ/internal/hivelord_core/attack_self(mob/user)
applyto(user, user)
/obj/item/organ/internal/hivelord_core/insert(mob/living/carbon/M, special = 0)
..()
if(!preserved && !inert)
preserved(TRUE)
owner.visible_message("<span class='notice'>[src] stabilizes as it's inserted.</span>")
/obj/item/organ/internal/hivelord_core/remove(mob/living/carbon/M, special = 0)
if(!inert && !special)
owner.visible_message("<span class='notice'>[src] rapidly decays as it's removed.</span>")
go_inert()
return ..()
/obj/item/organ/internal/hivelord_core/prepare_eat()
return null
/*************************Legion core********************/
/obj/item/organ/internal/hivelord_core/legion
name = "legion's soul"
desc = "A strange rock that crackles with power. It can be used to heal completely, but it will rapidly decay into uselessness."
icon_state = "legion_soul"
/obj/item/organ/internal/hivelord_core/legion/New()
..()
update_icon()
/obj/item/organ/internal/hivelord_core/legion/update_icon()
icon_state = inert ? "legion_soul_inert" : "legion_soul"
cut_overlays()
if(!inert && !preserved)
add_overlay("legion_soul_crackle")
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/organ/internal/hivelord_core/legion/go_inert()
..()
desc = "[src] has become inert. It has decayed, and is completely useless."
/obj/item/organ/internal/hivelord_core/legion/preserved(implanted = 0)
..()
desc = "[src] has been stabilized. It is preserved, allowing you to use it to heal completely without danger of decay."
+116
View File
@@ -0,0 +1,116 @@
/**********************Resonator**********************/
/obj/item/resonator
name = "resonator"
icon = 'icons/obj/items.dmi'
icon_state = "resonator"
item_state = "resonator"
origin_tech = "magnets=3;engineering=3"
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It can also be activated without a target to create a field at the user's location, to act as a delayed time trap. It's more effective in a vaccuum."
w_class = WEIGHT_CLASS_NORMAL
force = 15
throwforce = 10
var/burst_time = 30
var/fieldlimit = 4
var/list/fields = list()
var/quick_burst_mod = 0.8
/obj/item/resonator/upgraded
name = "upgraded resonator"
desc = "An upgraded version of the resonator that can produce more fields at once."
icon_state = "resonator_u"
origin_tech = "materials=4;powerstorage=3;engineering=3;magnets=3"
fieldlimit = 6
quick_burst_mod = 1
/obj/item/resonator/attack_self(mob/user)
if(burst_time == 50)
burst_time = 30
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 3 seconds.</span>")
else
burst_time = 50
to_chat(user, "<span class='info'>You set the resonator's fields to detonate after 5 seconds.</span>")
/obj/item/resonator/proc/CreateResonance(target, mob/user)
var/turf/T = get_turf(target)
var/obj/effect/temp_visual/resonance/R = locate(/obj/effect/temp_visual/resonance) in T
if(R)
R.damage_multiplier = quick_burst_mod
R.burst()
return
if(LAZYLEN(fields) < fieldlimit)
new /obj/effect/temp_visual/resonance(T, user, src, burst_time)
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/resonator/pre_attackby(atom/target, mob/user, params)
if(check_allowed_items(target, 1))
CreateResonance(target, user)
return TRUE
//resonance field, crushes rock, damages mobs
/obj/effect/temp_visual/resonance
name = "resonance field"
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
icon = 'icons/effects/effects.dmi'
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 50
var/resonance_damage = 20
var/damage_multiplier = 1
var/creator
var/obj/item/resonator/res
/obj/effect/temp_visual/resonance/New(loc, set_creator, set_resonator, set_duration)
duration = set_duration
. = ..()
creator = set_creator
res = set_resonator
if(res)
res.fields += src
playsound(src,'sound/weapons/resonator_fire.ogg',50,1)
transform = matrix() * 0.75
animate(src, transform = matrix() * 1.5, time = duration)
deltimer(timerid)
timerid = addtimer(CALLBACK(src, .proc/burst), duration, TIMER_STOPPABLE)
/obj/effect/temp_visual/resonance/Destroy()
if(res)
res.fields -= src
res = null
creator = null
return ..()
/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
if(!proj_turf)
proj_turf = get_turf(src)
resonance_damage = initial(resonance_damage)
if(lavaland_equipment_pressure_check(proj_turf))
name = "strong [initial(name)]"
resonance_damage *= 3
else
name = initial(name)
resonance_damage *= damage_multiplier
/obj/effect/temp_visual/resonance/proc/burst()
var/turf/T = get_turf(src)
new /obj/effect/temp_visual/resonance_crush(T)
if(ismineralturf(T))
var/turf/simulated/mineral/M = T
M.gets_drilled(creator)
check_pressure(T)
playsound(T,'sound/weapons/resonator_blast.ogg',50,1)
for(var/mob/living/L in T)
if(creator)
add_attack_logs(creator, L, "Resonance field'ed")
to_chat(L, "<span class='userdanger'>[src] ruptured with you in it!</span>")
L.apply_damage(resonance_damage, BRUTE)
qdel(src)
/obj/effect/temp_visual/resonance_crush
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
duration = 4
/obj/effect/temp_visual/resonance_crush/New()
..()
transform = matrix()*1.5
animate(src, transform = matrix() * 0.1, alpha = 50, time = 4)
@@ -0,0 +1,14 @@
/**********************Mining Equipment Vendor Items**************************/
//misc stuff you can buy from the vendor that has special code but doesn't really need its own file
/**********************Facehugger toy**********************/
/obj/item/clothing/mask/facehugger/toy
item_state = "facehugger_inactive"
desc = "A toy often used to play pranks on other miners by putting it in their beds. It takes a bit to recharge after latching onto something."
throwforce = 0
real = 0
sterile = 1
tint = 3 //Makes it feel more authentic when it latches on
/obj/item/clothing/mask/facehugger/toy/Die()
return
@@ -0,0 +1,77 @@
/**********************Jaunter**********************/
/obj/item/wormhole_jaunter
name = "wormhole jaunter"
desc = "A single use device harnessing outdated wormhole technology, Nanotrasen has since turned its eyes to bluespace for more accurate teleportation. The wormholes it creates are unpleasant to travel through, to say the least.\nThanks to modifications provided by the Free Golems, this jaunter can be worn on the belt to provide protection from chasms."
icon = 'icons/obj/items.dmi'
icon_state = "Jaunter"
item_state = "electronic"
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
origin_tech = "bluespace=2"
slot_flags = SLOT_BELT
/obj/item/wormhole_jaunter/attack_self(mob/user)
user.visible_message("<span class='notice'>[user.name] activates the [name]!</span>")
activate(user, TRUE)
/obj/item/wormhole_jaunter/proc/turf_check(mob/user)
var/turf/device_turf = get_turf(user)
if(!device_turf || !is_teleport_allowed(device_turf.z))
to_chat(user, "<span class='notice'>You're having difficulties getting the [name] to work.</span>")
return FALSE
return TRUE
/obj/item/wormhole_jaunter/proc/get_destinations(mob/user)
var/list/destinations = list()
for(var/obj/item/radio/beacon/B in world)
var/turf/T = get_turf(B)
if(is_station_level(T.z))
destinations += B
return destinations
/obj/item/wormhole_jaunter/proc/activate(mob/user, adjacent)
if(!turf_check(user))
return
var/list/L = get_destinations(user)
if(!L.len)
to_chat(user, "<span class='notice'>The [name] found no beacons in the world to anchor a wormhole to.</span>")
return
var/chosen_beacon = pick(L)
var/obj/effect/portal/jaunt_tunnel/J = new(get_turf(src), get_turf(chosen_beacon), src, 100)
if(adjacent)
try_move_adjacent(J)
else
J.teleport(user)
playsound(src,'sound/effects/sparks4.ogg',50,1)
qdel(src)
/obj/item/wormhole_jaunter/proc/chasm_react(mob/user)
if(user.get_item_by_slot(slot_belt) == src)
to_chat(user, "Your [name] activates, saving you from the chasm!</span>")
activate(user, FALSE)
else
to_chat(user, "[src] is not attached to your belt, preventing it from saving you from the chasm. RIP.</span>")
/obj/effect/portal/jaunt_tunnel
name = "jaunt tunnel"
icon = 'icons/effects/effects.dmi'
icon_state = "bhole3"
desc = "A stable hole in the universe made by a wormhole jaunter. Turbulent doesn't even begin to describe how rough passage through one of these is, but at least it will always get you somewhere near a beacon."
failchance = 0
/obj/effect/portal/jaunt_tunnel/teleport(atom/movable/M)
. = ..()
if(.)
// KERPLUNK
playsound(M,'sound/weapons/resonator_blast.ogg', 50, 1)
if(iscarbon(M))
var/mob/living/carbon/L = M
L.Weaken(6)
if(ishuman(L))
shake_camera(L, 20, 1)
addtimer(CALLBACK(L, /mob/living/carbon.proc/vomit), 20)