fixes conflicts

This commit is contained in:
VampyrBytes
2016-05-10 04:12:55 +01:00
212 changed files with 3166 additions and 1336 deletions
+6 -1
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@@ -197,7 +197,12 @@ above it. If you don't want this, make the call to ..() then use commands = new
if(!. && user.buckled)
return "you are buckled to something"
/datum/emote/burp
name = "burp"
desc = "burp"
text = "burps"
selfText = "burp"
muzzledNoise = "peculiar
/datum/emote/scream
+55
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@@ -0,0 +1,55 @@
/datum/disease/berserker
name = "Berserker"
max_stages = 2
stage_prob = 5
spread_text = "Non-Contagious"
spread_flags = SPECIAL
cure_text = "Anti-Psychotics"
cures = list("haloperidol")
agent = "Jagged Crystals"
cure_chance = 10
viable_mobtypes = list(/mob/living/carbon/human)
desc = "Swearing, shouting, attacking nearby crew members uncontrollably."
severity = DANGEROUS
disease_flags = CURABLE
spread_flags = NON_CONTAGIOUS
/datum/disease/berserker/stage_act()
..()
if(affected_mob.reagents.has_reagent("thc"))
to_chat(affected_mob, "<span class='notice'>You mellow out.</span>")
cure()
return
switch(stage)
if(1)
if(prob(5))
affected_mob.emote(pick("twitch_s", "grumble"))
if(prob(5))
var/speak = pick("Grr...", "Fuck...", "Fucking...", "Fuck this fucking.. fuck..")
affected_mob.say(speak)
if(2)
if(prob(5))
affected_mob.emote(pick("twitch_s", "scream"))
if (prob(5))
var/speak = pick("AAARRGGHHH!!!!", "GRR!!!", "FUCK!! FUUUUUUCK!!!", "FUCKING SHITCOCK!!", "WROOAAAGHHH!!")
affected_mob.say(speak)
if (prob(15))
affected_mob.visible_message("<span class='danger'>[affected_mob] twitches violently!</span>")
affected_mob.drop_l_hand()
affected_mob.drop_r_hand()
if (prob(33))
if(affected_mob.incapacitated())
affected_mob.visible_message("<span class='danger'>[affected_mob] spasms and twitches!</span>")
return
affected_mob.visible_message("<span class='danger'>[affected_mob] thrashes around violently!</span>")
for(var/mob/living/carbon/M in range(1, affected_mob))
if(M == affected_mob)
continue
var/damage = rand(1, 5)
if (prob(80))
playsound(affected_mob.loc, "punch", 25, 1, -1)
affected_mob.visible_message("<span class='danger'>[affected_mob] hits [M] with their thrashing!</span>")
M.adjustBruteLoss(damage)
else
playsound(affected_mob.loc, "sound/weapons/punchmiss.ogg", 25, 1, -1)
affected_mob.visible_message("<span class='danger'>[affected_mob] fails to hit [M] with their thrashing!</span>")
+77
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@@ -0,0 +1,77 @@
/datum/disease/food_poisoning
name = "Food Poisoning"
max_stages = 3
stage_prob = 5
spread_text = "Non-Contagious"
spread_flags = SPECIAL
cure_text = "Sleep"
agent = "Salmonella"
cures = list("chicken_soup")
cure_chance = 10
viable_mobtypes = list(/mob/living/carbon/human)
desc = "Nausea, sickness, and vomitting."
severity = MINOR
disease_flags = CURABLE
spread_flags = NON_CONTAGIOUS
var/remissive = 0
/datum/disease/food_poisoning/stage_act()
if(!remissive)
..()
if(affected_mob.sleeping && prob(33))
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
remissive = 1
if(remissive)
if(prob(stage_prob))
stage--
if(stage == 0)
cure()
return
switch(stage)
if(1)
if(prob(5))
to_chat(affected_mob, "<span class='danger'>Your stomach feels weird.</span>")
if(prob(5))
to_chat(affected_mob, "<span class='danger'>You feel queasy.</span>")
if(2)
if(affected_mob.sleeping && prob(40))
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if(prob(1) && prob(10))
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if(prob(10))
affected_mob.emote("groan")
if(prob(5))
to_chat(affected_mob, "<span class='danger'>Your stomach aches.</span>")
if(prob(5))
to_chat(affected_mob, "<span class='danger'>You feel nauseous.</span>")
if(3)
if(affected_mob.sleeping && prob(25))
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if(prob(1) && prob(10))
to_chat(affected_mob, "<span class='notice'>You feel better.</span>")
cure()
return
if(prob(10))
affected_mob.emote("moan")
if(prob(10))
affected_mob.emote("groan")
if(prob(1))
to_chat(affected_mob, "<span class='danger'>Your stomach hurts.</span>")
if(prob(1))
to_chat(affected_mob, "<span class='danger'>You feel sick.</span>")
if(prob(5))
if(affected_mob.nutrition > 10)
affected_mob.visible_message("<span class='danger'>[affected_mob] vomits on the floor profusely!</span>")
affected_mob.fakevomit(no_text = 1)
affected_mob.nutrition -= rand(3,5)
else
to_chat(affected_mob, "<span class='danger'>Your stomach lurches painfully!</span>")
affected_mob.visible_message("<span class='danger'>[affected_mob] gags and retches!</span>")
affected_mob.Stun(rand(2,4))
affected_mob.Weaken(rand(2,4))
+13 -1
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@@ -38,4 +38,16 @@
if(prob(50))
affected_mob.gib()
else
return
return
/datum/disease/gbs/curable
name = "Non-Contagious GBS"
stage_prob = 5
spread_text = "Non-Contagious"
spread_flags = SPECIAL
cure_text = "Cryoxadone"
cures = list("cryoxadone")
cure_chance = 10
agent = "gibbis"
spread_flags = NON_CONTAGIOUS
disease_flags = CURABLE
+51
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@@ -0,0 +1,51 @@
/datum/disease/kuru
name = "Space Kuru"
max_stages = 4
stage_prob = 5
spread_text = "Non-Contagious"
spread_flags = SPECIAL
cure_text = "Incurable"
agent = "Prions"
viable_mobtypes = list(/mob/living/carbon/human)
desc = "Uncontrollable laughing."
severity = BIOHAZARD
spread_flags = NON_CONTAGIOUS
/datum/disease/kuru/stage_act()
..()
switch(stage)
if(1)
if(prob(50))
affected_mob.emote("laugh")
if(prob(50))
affected_mob.Jitter(25)
if(2)
if (prob(50))
affected_mob.visible_message("<span class='danger'>[affected_mob] laughs uncontrollably!</span>")
affected_mob.Stun(10)
affected_mob.Weaken(10)
affected_mob.Jitter(250)
affected_mob.drop_l_hand()
affected_mob.drop_r_hand()
if(3)
if(prob(25))
to_chat(affected_mob, "<span class='danger'>You feel like you are about to drop dead!</span>")
to_chat(affected_mob, "<span class='danger'>Your body convulses painfully!</span>")
affected_mob.drop_l_hand()
affected_mob.drop_r_hand()
affected_mob.adjustBruteLoss(5)
affected_mob.adjustOxyLoss(5)
affected_mob.Stun(10)
affected_mob.Weaken(10)
affected_mob.Jitter(250)
affected_mob.visible_message("<span class='danger'>[affected_mob] laughs uncontrollably!</span>")
if(4)
if(prob(25))
to_chat(affected_mob, "<span class='danger'>You feel like you are going to die!</span>")
affected_mob.adjustOxyLoss(75)
affected_mob.adjustBruteLoss(75)
affected_mob.drop_l_hand()
affected_mob.drop_r_hand()
affected_mob.Stun(10)
affected_mob.Weaken(10)
affected_mob.visible_message("<span class='danger'>[affected_mob] laughs uncontrollably!</span>")
+34
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@@ -0,0 +1,34 @@
/datum/disease/vampire
name = "Grave Fever"
max_stages = 3
stage_prob = 5
spread_text = "Non-Contagious"
spread_flags = SPECIAL
cure_text = "Antibiotics"
cures = list("spaceacillin")
agent = "Grave Dust"
cure_chance = 20
viable_mobtypes = list(/mob/living/carbon/human)
severity = DANGEROUS
disease_flags = CURABLE
spread_flags = NON_CONTAGIOUS
/datum/disease/vampire/stage_act()
..()
var/toxdamage = stage * 2
var/stuntime = stage * 2
if(prob(10))
affected_mob.emote(pick("cough","groan", "gasp"))
affected_mob.losebreath++
if(prob(15))
if(prob(33))
to_chat(affected_mob, "<span class='danger'>You feel sickly and weak.</span>")
affected_mob.slowed += 3
affected_mob.adjustToxLoss(toxdamage)
if(prob(5))
to_chat(affected_mob, "<span class='danger'>Your joints ache horribly!</span>")
affected_mob.Weaken(stuntime)
affected_mob.Stun(stuntime)
+35 -9
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@@ -54,8 +54,13 @@ var/list/uplink_items = list()
var/list/excludefrom = list() //Empty list does nothing. Place the name of gamemode you don't want this item to be available in here. This is so you dont have to list EVERY mode to exclude something.
var/list/job = null
var/surplus = 100 //Chance of being included in the surplus crate (when pick() selects it)
var/hijack_only = 0 //can this item be purchased only during hijackings?
/datum/uplink_item/proc/spawn_item(var/turf/loc, var/obj/item/device/uplink/U)
if(hijack_only)
if(!(locate(/datum/objective/hijack) in usr.mind.objectives))
to_chat(usr, "<span class='warning'>The Syndicate lacks resources to provide you with this item.</span>")
return
if(item)
U.uses -= max(cost, 0)
U.used_TC += cost
@@ -89,15 +94,16 @@ var/list/uplink_items = list()
var/obj/I = spawn_item(get_turf(user), U)
if(ishuman(user))
var/mob/living/carbon/human/A = user
A.put_in_any_hand_if_possible(I)
if(I)
if(ishuman(user))
var/mob/living/carbon/human/A = user
A.put_in_any_hand_if_possible(I)
if(istype(I,/obj/item/weapon/storage/box/) && I.contents.len>0)
for(var/atom/o in I)
U.purchase_log += "<BIG>\icon[o]</BIG>"
else
U.purchase_log += "<BIG>\icon[I]</BIG>"
if(istype(I,/obj/item/weapon/storage/box/) && I.contents.len>0)
for(var/atom/o in I)
U.purchase_log += "<BIG>\icon[o]</BIG>"
else
U.purchase_log += "<BIG>\icon[I]</BIG>"
//U.interact(user)
return 1
@@ -174,6 +180,16 @@ var/list/uplink_items = list()
cost = 13
job = list("Chaplain")
/datum/uplink_item/jobspecific/artistic_toolbox
name = "Artistic Toolbox"
desc = "An accursed toolbox that grants its followers extreme power at the cost of requiring repeated sacrifices to it. If sacrifices are not provided, it will turn on its follower."
reference = "HGAT"
item = /obj/item/weapon/storage/toolbox/green/memetic
cost = 20
job = list("Chaplain")
surplus = 0 //No lucky chances from the crate; if you get this, this is ALL you're getting
hijack_only = 1 //This is a murderbone weapon, as such, it should only be available in those scenarios.
//Janitor
/datum/uplink_item/jobspecific/cautionsign
@@ -235,6 +251,16 @@ var/list/uplink_items = list()
cost = 5
job = list("Barber")
//Botanist
/datum/uplink_item/jobspecific/bee_briefcase
name = "Briefcase Full of Bees"
desc = "A seemingly innocent briefcase full of not-so-innocent Syndicate-bred bees. Inject the case with blood to train the bees to ignore the donor(s). It also wirelessly taps into station intercomms to broadcast a message of TERROR."
reference = "BEE"
item = /obj/item/weapon/bee_briefcase
cost = 10
job = list("Botanist")
//Engineer
/datum/uplink_item/jobspecific/powergloves
@@ -302,7 +328,7 @@ var/list/uplink_items = list()
reference = "TPB"
item = /obj/item/weapon/reagent_containers/glass/bottle/traitor
cost = 2
job = list("Scientist","Research Director","Chief Medical Officer","Medical Doctor","Psychiatrist","Chemist","Paramedic","Virologist","Bartender")
job = list("Research Director","Chief Medical Officer","Medical Doctor","Psychiatrist","Paramedic","Virologist","Bartender")
// DANGEROUS WEAPONS