Removes Space Ninjas

This commit is contained in:
SamCroswell
2015-03-02 19:05:44 -05:00
parent 3e5bc9e230
commit b8a9c902a1
43 changed files with 68 additions and 3930 deletions
-12
View File
@@ -249,7 +249,6 @@ client
body += "<option value='?_src_=vars;godmode=\ref[D]'>Toggle Godmode</option>"
body += "<option value='?_src_=vars;build_mode=\ref[D]'>Toggle Build Mode</option>"
body += "<option value='?_src_=vars;ninja=\ref[D]'>Make Space Ninja</option>"
body += "<option value='?_src_=vars;make_skeleton=\ref[D]'>Make 2spooky</option>"
body += "<option value='?_src_=vars;direct_control=\ref[D]'>Assume Direct Control</option>"
@@ -526,17 +525,6 @@ client
src.give_disease2(M)
href_list["datumrefresh"] = href_list["give_spell"]
else if(href_list["ninja"])
if(!check_rights(R_SPAWN)) return
var/mob/M = locate(href_list["ninja"])
if(!istype(M))
usr << "This can only be used on instances of type /mob"
return
src.cmd_admin_ninjafy(M)
href_list["datumrefresh"] = href_list["ninja"]
else if(href_list["godmode"])
if(!check_rights(R_REJUVINATE)) return
-40
View File
@@ -242,26 +242,6 @@ datum/mind
sections["changeling"] = text
/** NINJA ***/
text = "ninja"
if (ticker.mode.config_tag=="ninja")
text = uppertext(text)
text = "<i><b>[text]</b></i>: "
if (src in ticker.mode.ninjas)
text += "<b>YES</b>|<a href='?src=\ref[src];ninja=clear'>no</a>"
text += "<br><a href='?src=\ref[src];ninja=outpost'>To outpost</a>, <a href='?src=\ref[src];common=undress'>undress</a>, <a href='?src=\ref[src];ninja=dressup'>dress up</a>."
//if (objectives.len==0)
//text += "<br>Objectives are empty! <a href='?src=\ref[src];wizard=autoobjectives'>Randomize!</a>"
else
text += "<a href='?src=\ref[src];ninja=ninja'>yes</a>|<b>NO</b>"
if(current && current.client && current.client.prefs.be_special & BE_NINJA)
text += "|Enabled in Prefs"
else
text += "|Disabled in Prefs"
sections["ninja"] = text
/** VAMPIRE ***/
text = "vampire"
if (ticker.mode.config_tag=="vampire")
@@ -822,26 +802,6 @@ datum/mind
ticker.mode.forge_wizard_objectives(src)
usr << "\blue The objectives for wizard [key] have been generated. You can edit them and anounce manually."
else if (href_list["ninja"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
switch(href_list["ninja"])
if("clear")
if(src in ticker.mode.ninjas)
ticker.mode.ninjas -= src
special_role = null
current << "\red <FONT size = 3><B>You have been brainwashed! You are no longer a Ninja!</B></FONT>"
log_admin("[key_name_admin(usr)] has de-ninja'ed [current].")
if("ninja")
if(!(src in ticker.mode.ninjas))
ticker.mode.ninjas += src
special_role = "Ninja"
current << "<B>\blue Your mind awakens, your true potential is realized! You are a <i>Space Ninja</i>!</B>"
log_admin("[key_name_admin(usr)] has ninja'ed [current].")
if("outpost")
current.loc = pick(ninjastart)
if("dressup")
current:equip_space_ninja()
else if (href_list["changeling"])
current.hud_updateflag |= (1 << SPECIALROLE_HUD)
@@ -1,447 +0,0 @@
/*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+++++++++++++++++++++++++++++++++// //++++++++++++++++++++++++++++++++++
==================================SPACE NINJA ABILITIES====================================
___________________________________________________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
*/
//=======//SAFETY CHECK//=======//
/*
X is optional, tells the proc to check for specific stuff. C is also optional.
All the procs here assume that the character is wearing the ninja suit if they are using the procs.
They should, as I have made every effort for that to be the case.
In the case that they are not, I imagine the game will run-time error like crazy.
s_cooldown ticks off each second based on the suit recharge proc, in seconds. Default of 1 seconds. Some abilities have no cool down.
*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjacost(C = 0,X = 0)
var/mob/living/carbon/human/U = affecting
if( (U.stat||U.incorporeal_move)&&X!=3 )//Will not return if user is using an adrenaline booster since you can use them when stat==1.
U << "\red You must be conscious and solid to do this."//It's not a problem of stat==2 since the ninja will explode anyway if they die.
return 1
else if(cell.charge<C)
U << "\red Not enough energy."
return 1
switch(X)
if(1)
cancel_stealth()//Get rid of it.
if(2)
if(s_bombs<=0)
U << "\red There are no more smoke bombs remaining."
return 1
if(3)
if(a_boost<=0)
U << "\red You do not have any more adrenaline boosters."
return 1
return (s_coold)//Returns the value of the variable which counts down to zero.
//=======//TELEPORT GRAB CHECK//=======//
/obj/item/clothing/suit/space/space_ninja/proc/handle_teleport_grab(turf/T, mob/living/U)
if(istype(U.get_active_hand(),/obj/item/weapon/grab))//Handles grabbed persons.
var/obj/item/weapon/grab/G = U.get_active_hand()
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
if(istype(U.get_inactive_hand(),/obj/item/weapon/grab))
var/obj/item/weapon/grab/G = U.get_inactive_hand()
G.affecting.loc = locate(T.x+rand(-1,1),T.y+rand(-1,1),T.z)//variation of position.
return
//=======//SMOKE//=======//
/*Summons smoke in radius of user.
Not sure why this would be useful (it's not) but whatever. Ninjas need their smoke bombs.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjasmoke()
set name = "Smoke Bomb"
set desc = "Blind your enemies momentarily with a well-placed smoke bomb."
set category = "Ninja Ability"
set popup_menu = 0//Will not see it when right clicking.
if(!ninjacost(,2))
var/mob/living/carbon/human/U = affecting
U << "\blue There are <B>[s_bombs]</B> smoke bombs remaining."
var/datum/effect/effect/system/bad_smoke_spread/smoke = new /datum/effect/effect/system/bad_smoke_spread()
smoke.set_up(10, 0, U.loc)
smoke.start()
playsound(U.loc, 'sound/effects/bamf.ogg', 50, 2)
s_bombs--
s_coold = 1
return
//=======//9-8 TILE TELEPORT//=======//
//Click to to teleport 9-10 tiles in direction facing.
/obj/item/clothing/suit/space/space_ninja/proc/ninjajaunt()
set name = "Phase Jaunt (750E)"
set desc = "Utilizes the internal VOID-shift device to rapidly transit in direction facing."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 750
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/turf/destination = get_teleport_loc(U.loc,U,9,1,3,1,0,1)
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
if(mobloc.loc.name != "\improper SpiderClan Outpost")
if(destination&&istype(mobloc, /turf))//The turf check prevents unusual behavior. Like teleporting out of cryo pods, cloners, mechs, etc.
spawn(0)
playsound(U.loc, "sparks", 50, 1)
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
handle_teleport_grab(destination, U)
U.loc = destination
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, "sparks", 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
//spawn(0)
//destination.kill_creatures(U)//Any living mobs in teleport area are gibbed. Check turf procs for how it does it.
s_coold = 1
cell.charge-=(C)
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
else
U<< "\red Your <b>NINJA HONOR</b> prevents you from teleporting here!"
return
//=======//RIGHT CLICK TELEPORT//=======//
//Right click to teleport somewhere, almost exactly like admin jump to turf.
/obj/item/clothing/suit/space/space_ninja/proc/ninjashift(turf/T in oview())
set name = "Phase Shift (1500E)"
set desc = "Utilizes the internal VOID-shift device to rapidly transit to a destination in view."
set category = null//So it does not show up on the panel but can still be right-clicked.
set src = usr.contents//Fixes verbs not attaching properly for objects. Praise the DM reference guide!
var/C = 1500
if(!ninjacost(C,1))
var/mob/living/carbon/human/U = affecting
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
if(mobloc.loc.name != "\improper SpiderClan Outpost")
if((!T.density)&&istype(mobloc, /turf))
spawn(0)
playsound(U.loc, 'sound/effects/sparks4.ogg', 50, 1)
anim(mobloc,src,'icons/mob/mob.dmi',,"phaseout",,U.dir)
handle_teleport_grab(T, U)
U.loc = T
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, 'sound/effects/sparks2.ogg', 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
//spawn(0) // Commented out for now, possible implementation in a later upgrade tree.
//T.kill_creatures(U)
s_coold = 1
cell.charge-=(C)
else
U << "\red You cannot teleport into solid walls or from solid matter"
else
U<< "\red Your <b>NINJA HONOR</b> prevents you from teleporting here!"
return
//=======//EM PULSE//=======//
//Disables nearby tech equipment.
/obj/item/clothing/suit/space/space_ninja/proc/ninjapulse()
set name = "EM Burst (2,000E)"
set desc = "Disable any nearby technology with a electro-magnetic pulse."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 2000
if(!ninjacost(C, 1))
var/mob/living/carbon/human/U = affecting
playsound(U.loc, 'sound/effects/EMPulse.ogg', 60, 2)
emp_proof = 1 // This is a pretty crappy workaround, but the alternative was creating a special EMPulse proc just for Ninjas that doesn't trigger the act on their suits. - Dave
empulse(U, 4, 6) //Procs sure are nice. Slightly weaker than wizard's disable tch.
s_coold = 2
cell.charge-=(C)
spawn(3)
emp_proof = 0
return
//=======//ENERGY BLADE//=======//
//Summons a blade of energy in active hand.
/obj/item/clothing/suit/space/space_ninja/proc/ninjablade()
set name = "Energy Blade (500E)"
set desc = "Create a focused beam of energy in your active hand."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 500
if(!ninjacost(C, 1))
var/mob/living/carbon/human/U = affecting
if(!kamikaze)
if(!U.get_active_hand()&&!istype(U.get_inactive_hand(), /obj/item/weapon/melee/energy/blade))
var/obj/item/weapon/melee/energy/blade/W = new()
spark_system.start()
playsound(U.loc, "sparks", 50, 1)
U.put_in_hands(W)
cell.charge-=C
else
U << "\red You can only summon one blade. Try dropping an item first."
else//Else you can run around with TWO energy blades. I don't know why you'd want to but cool factor remains.
if(!U.get_active_hand())
var/obj/item/weapon/melee/energy/blade/W = new()
U.put_in_hands(W)
if(!U.get_inactive_hand())
var/obj/item/weapon/melee/energy/blade/W = new()
U.put_in_inactive_hand(W)
spark_system.start()
playsound(U.loc, "sparks", 50, 1)
s_coold = 1
return
//=======//NINJA STARS//=======//
/*Shoots ninja stars at random people.
This could be a lot better but I'm too tired atm.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjastar()
set name = "Energy Star (500E)"
set desc = "Launches an energy star at a random living target."
set category = "Ninja Ability"
set popup_menu = 0
var/C = 500
if(!ninjacost(C, 1))
var/mob/living/carbon/human/U = affecting
var/targets[] = list()//So yo can shoot while yo throw dawg
for(var/mob/living/M in oview(loc))
if(M.stat) continue//Doesn't target corpses or paralyzed persons.
targets.Add(M)
if(targets.len)
var/mob/living/target=pick(targets)//The point here is to pick a random, living mob in oview to shoot stuff at.
var/turf/curloc = U.loc
var/atom/targloc = get_turf(target)
if (!targloc || !istype(targloc, /turf) || !curloc)
return
if (targloc == curloc)
return
var/obj/item/projectile/energy/dart/A = new /obj/item/projectile/energy/dart(U.loc)
A.current = curloc
A.yo = targloc.y - curloc.y
A.xo = targloc.x - curloc.x
cell.charge-=(C)
A.process()
else
U << "\red There are no targets in view."
return
//=======//ENERGY NET//=======//
/*Allows the ninja to capture people, I guess.
Must right click on a mob to activate.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjanet(mob/living/carbon/M in oview())//Only living carbon mobs.
set name = "Energy Net (2,500E)"
set desc = "Captures a fallen opponent in a net of energy. Will teleport them to a holding facility after 30 seconds."
set category = null
set src = usr.contents
var/C = 2500
if(!ninjacost(C,1)&&iscarbon(M)) // Nets now cost 8,000
var/mob/living/carbon/human/U = affecting
if(M.client)//Monkeys without a client can still step_to() and bypass the net. Also, netting inactive people is lame.
//if(M)//DEBUG
if(!locate(/obj/effect/energy_net) in M.loc)//Check if they are already being affected by an energy net.
for(var/turf/T in getline(U.loc, M.loc))
if(T.density)//Don't want them shooting nets through walls. It's kind of cheesy.
U << "You may not use an energy net through solid obstacles!"
return
spawn(0)
U.Beam(M,"n_beam",,15)
M.anchored = 1//Anchors them so they can't move.
var/obj/effect/stop/S
S = new /obj/effect/stop
S.victim = M
S.loc = M.loc
var/obj/effect/energy_net/E = new /obj/effect/energy_net(M.loc)
E.layer = M.layer+1//To have it appear one layer above the mob.
for(var/mob/O in viewers(U, 3))
O.show_message(text("\red [] caught [] with an energy net!", U, M), 1)
E.affecting = M
E.master = U
spawn(0)//Parallel processing.
E.process(M)
cell.charge-=(C)
else
U << "They are already trapped inside an energy net."
else
U << "They will bring no honor to your Clan!"
return
//=======//ADRENALINE BOOST//=======//
/*Wakes the user so they are able to do their thing. Also injects a decent dose of uranium.
Movement impairing would indicate drugs and the like.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjaboost()
set name = "Adrenaline Boost"
set desc = "Inject a secret chemical that will counteract all movement-impairing effect."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost(,3))//Have to make sure stat is not counted for this ability.
var/mob/living/carbon/human/U = affecting
//Wouldn't need to track adrenaline boosters if there was a miracle injection to get rid of paralysis and the like instantly.
//For now, adrenaline boosters ARE the miracle injection. Well, uranium, really.
U.SetParalysis(0)
U.SetStunned(0)
U.SetWeakened(0)
/*
Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets player stat.
This lead to me and others spamming adrenaline boosters because they failed to kick in on time.
It's technically possible to come back from crit with this but it is very temporary.
Life.dm will kick the player back into unconsciosness the next process loop.
*/
U.stat = 0//At least now you should be able to teleport away or shoot ninja stars.
if(U.said_last_words)
U.said_last_words=0
spawn(30)//Slight delay so the enemy does not immedietly know the ability was used. Due to lag, this often came before waking up.
U.say(pick("A CORNERED FOX IS MORE DANGEROUS THAN A JACKAL!","HURT ME MOOORRREEE!","IMPRESSIVE!"))
spawn(70)
reagents.reaction(U, 2)
reagents.trans_id_to(U, "uranium", a_transfer)
U << "\red You are beginning to feel the after-effect of the injection."
a_boost--
s_coold = 3
return
/*
===================================================================================
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<KAMIKAZE MODE>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
===================================================================================
Or otherwise known as anime mode. Which also happens to be ridiculously powerful.
*/
//=======//NINJA MOVEMENT//=======//
//Also makes you move like you're on crack.
/obj/item/clothing/suit/space/space_ninja/proc/ninjawalk()
set name = "Shadow Walk"
set desc = "Combines the VOID-shift and CLOAK-tech devices to freely move between solid matter. Toggle on or off."
set category = "Ninja Ability"
set popup_menu = 0
var/mob/living/carbon/human/U = affecting
if(!U.incorporeal_move)
U.incorporeal_move = 2
U << "\blue You will now phase through solid matter."
else
U.incorporeal_move = 0
U << "\blue You will no-longer phase through solid matter."
return
//=======//5 TILE TELEPORT/GIB//=======//
//Allows to gib up to five squares in a straight line. Seriously.
/obj/item/clothing/suit/space/space_ninja/proc/ninjaslayer()
set name = "Phase Slayer"
set desc = "Utilizes the internal VOID-shift device to mutilate creatures in a straight line."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost())
var/mob/living/carbon/human/U = affecting
var/turf/destination = get_teleport_loc(U.loc,U,5)
var/turf/mobloc = get_turf(U.loc)//To make sure that certain things work properly below.
if(destination&&istype(mobloc, /turf))
U.say("Ai Satsugai!")
spawn(0)
playsound(U.loc, "sparks", 50, 1)
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
spawn(0)
for(var/turf/T in getline(mobloc, destination))
spawn(0)
T.kill_creatures(U)
if(T==mobloc||T==destination) continue
spawn(0)
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
handle_teleport_grab(destination, U)
U.loc = destination
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, "sparks", 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
s_coold = 1
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
return
//=======//TELEPORT BEHIND MOB//=======//
/*Appear behind a randomly chosen mob while a few decoy teleports appear.
This is so anime it hurts. But that's the point.*/
/obj/item/clothing/suit/space/space_ninja/proc/ninjamirage()
set name = "Spider Mirage"
set desc = "Utilizes the internal VOID-shift device to create decoys and teleport behind a random target."
set category = "Ninja Ability"
set popup_menu = 0
if(!ninjacost())//Simply checks for stat.
var/mob/living/carbon/human/U = affecting
var/targets[]
targets = new()
for(var/mob/living/M in oview(6))
if(M.stat) continue//Doesn't target corpses or paralyzed people.
targets.Add(M)
if(targets.len)
var/mob/living/target=pick(targets)
var/locx
var/locy
var/turf/mobloc = get_turf(target.loc)
var/safety = 0
switch(target.dir)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y-1)
if(locy<1)
safety = 1
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y+1)
if(locy>world.maxy)
safety = 1
if(EAST)
locy = mobloc.y
locx = (mobloc.x-1)
if(locx<1)
safety = 1
if(WEST)
locy = mobloc.y
locx = (mobloc.x+1)
if(locx>world.maxx)
safety = 1
else safety=1
if(!safety&&istype(mobloc, /turf))
U.say("Kumo no Shinkiro!")
var/turf/picked = locate(locx,locy,mobloc.z)
spawn(0)
playsound(U.loc, "sparks", 50, 1)
anim(mobloc,U,'icons/mob/mob.dmi',,"phaseout",,U.dir)
spawn(0)
var/limit = 4
for(var/turf/T in oview(5))
if(prob(20))
spawn(0)
anim(T,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
limit--
if(limit<=0) break
handle_teleport_grab(picked, U)
U.loc = picked
U.dir = target.dir
spawn(0)
spark_system.start()
playsound(U.loc, 'sound/effects/phasein.ogg', 25, 1)
playsound(U.loc, "sparks", 50, 1)
anim(U.loc,U,'icons/mob/mob.dmi',,"phasein",,U.dir)
s_coold = 1
else
U << "\red The VOID-shift device is malfunctioning, <B>teleportation failed</B>."
else
U << "\red There are no targets in view."
return
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+2 -43
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@@ -1321,21 +1321,7 @@ datum
check_completion()
if(!ishuman(owner.current))
return 0
if(!owner.current || owner.current.stat == 2)
return 0
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
return 0
var/current_amount
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
if(!S.stored_research.len)
return 0
else
for(var/datum/tech/current_data in S.stored_research)
if(current_data.level>1) current_amount+=(current_data.level-1)
if(current_amount<target_amount) return 0
return 1
return 0
debrain//I want braaaainssss
@@ -1414,34 +1400,7 @@ datum
check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/ninja/holding/A = locate()
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat==2)//Dead folks are worth less.
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat==2)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/queen))//Queens are worth three times as much as humans.
if(M.stat==2)
captured_amount+=1.5
else
captured_amount+=3
continue
if(M.stat==2)
captured_amount+=1
continue
captured_amount+=2
if(captured_amount<target_amount)
return 0
return 1
return 0
datum/objective/silence
explanation_text = "Do not allow anyone to escape the station. Only allow the shuttle to be called when everyone is dead and your story is the only one left."
-182
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@@ -1,182 +0,0 @@
/datum/game_mode/var/list/datum/mind/ninjas = list()
// Keep in mind ninja-procs that aren't here will be where the event's defined
/datum/game_mode/ninja
name = "ninja"
config_tag = "ninja"
required_players = 10 //Can be adjusted later, should suffice for now.
required_players_secret = 10
required_enemies = 1
recommended_enemies = 1
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
var/finished = 0
/datum/game_mode/ninja/announce()
world << "<B>The current game mode is Ninja!</B>"
/datum/game_mode/ninja/can_start()
if(!..())
return 0
var/list/datum/mind/possible_ninjas = get_players_for_role(BE_NINJA)
if(possible_ninjas.len==0)
return 0
var/datum/mind/ninja = pick(possible_ninjas)
ninjas += ninja
modePlayer += ninja
ninja.assigned_role = "MODE" //So they aren't chosen for other jobs.
ninja.special_role = "Ninja"
ninja.original = ninja.current
if(ninjastart.len == 0)
ninja.current << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
ninja.current << "<B>\red Attempting to place at a carpspawn.</B>"
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "carpspawn")
ninjastart.Add(L)
if(ninjastart.len == 0 && latejoin.len > 0)
ninja.current << "<B>\red Still no spawneable locations could be found. Defaulting to latejoin.</B>"
return 1
else if (ninjastart.len == 0)
ninja.current << "<B>\red Still no spawneable locations could be found. Aborting.</B>"
return 0
return 1
/datum/game_mode/ninja/pre_setup()
for(var/datum/mind/ninja in ninjas)
ninja.current << browse(null, "window=playersetup")
ninja.current = create_space_ninja(pick(ninjastart.len ? ninjastart : latejoin))
ninja.current.ckey = ninja.key
return 1
/datum/game_mode/ninja/post_setup()
for(var/datum/mind/ninja in ninjas)
if(ninja.current && !(istype(ninja.current,/mob/living/carbon/human))) return 0
forge_ninja_objectives(ninja)
var/mob/living/carbon/human/N = ninja.current
N.internal = N.s_store
N.internals.icon_state = "internal1"
if(N.wear_suit && istype(N.wear_suit,/obj/item/clothing/suit/space/space_ninja))
var/obj/item/clothing/suit/space/space_ninja/S = N.wear_suit
S:randomize_param()
spawn (rand(waittime_l, waittime_h))
send_intercept()
return ..()
/datum/game_mode/ninja/check_finished()
if(config.continous_rounds)
return ..()
var/ninjas_alive = 0
for(var/datum/mind/ninja in ninjas)
if(!istype(ninja.current,/mob/living/carbon/human))
continue
if(ninja.current.stat==2)
continue
ninjas_alive++
if (ninjas_alive)
return ..()
else
finished = 1
return 1
/datum/game_mode/ninja/proc/forge_ninja_objectives(var/datum/mind/ninja)
var/objective_list[] = list(1,2,3,4,5)
for(var/i=rand(2,4),i>0,i--)
switch(pick(objective_list))
if(1)//Kill
var/datum/objective/assassinate/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.target = ninja_objective.find_target()
if(ninja_objective.target != "Free Objective")
ninja.objectives += ninja_objective
else
i++
objective_list -= 1 // No more than one kill objective
if(2)//Steal
var/datum/objective/steal/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.target = ninja_objective.find_target()
ninja.objectives += ninja_objective
if(3)//Protect
var/datum/objective/protect/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.target = ninja_objective.find_target()
if(ninja_objective.target != "Free Objective")
ninja.objectives += ninja_objective
else
i++
objective_list -= 3
if(4)//Download
var/datum/objective/download/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.gen_amount_goal()
ninja.objectives += ninja_objective
objective_list -= 4
if(5)//Harm
var/datum/objective/harm/ninja_objective = new
ninja_objective.owner = ninja
ninja_objective.target = ninja_objective.find_target()
if(ninja_objective.target != "Free Objective")
ninja.objectives += ninja_objective
else
i++
objective_list -= 5
var/datum/objective/survive/ninja_objective = new
ninja_objective.owner = ninja
ninja.objectives += ninja_objective
ninja.current.mind = ninja
var/directive = generate_ninja_directive("heel")//Only hired by antags, not NT
ninja.current << "You are an elite mercenary assassin of the Spider Clan, [ninja.current.real_name]. You have a variety of abilities at your disposal, thanks to your nano-enhanced cyber armor.\nYour current directive is: \red <B>[directive]</B>\n \blue Try your best to adhere to this."
ninja.store_memory("<B>Directive:</B> \red [directive]<br>")
var/obj_count = 1
ninja.current << "\blue Your current objectives:"
for(var/datum/objective/objective in ninja.objectives)
ninja.current << "<B>Objective #[obj_count]</B>: [objective.explanation_text]"
obj_count++
/datum/game_mode/proc/auto_declare_completion_ninja()
if(ninjas.len)
var/text = "<FONT size = 2><B>The ninjas were:</B></FONT>"
for(var/datum/mind/ninja in ninjas)
var/ninjawin = 1
text += "<br>[ninja.key] was [ninja.name] ("
if(ninja.current)
if(ninja.current.stat == DEAD)
text += "died"
else
text += "survived"
if(ninja.current.real_name != ninja.name)
text += " as [ninja.current.real_name]"
else
text += "body destroyed"
text += ")"
if(ninja.objectives.len)//If the ninja had no objectives, don't need to process this.
var/count = 1
for(var/datum/objective/objective in ninja.objectives)
if(objective.check_completion())
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='green'><B>Success!</B></font>"
feedback_add_details("traitor_objective","[objective.type]|SUCCESS")
else
text += "<br><B>Objective #[count]</B>: [objective.explanation_text] <font color='red'>Fail.</font>"
feedback_add_details("traitor_objective","[objective.type]|FAIL")
ninjawin = 0
count++
var/special_role_text
if(ninja.special_role)
special_role_text = lowertext(ninja.special_role)
else
special_role_text = "antagonist"
if(ninjawin)
text += "<br><font color='green'><B>The [special_role_text] was successful!</B></font>"
feedback_add_details("traitor_success","SUCCESS")
else
text += "<br><font color='red'><B>The [special_role_text] has failed!</B></font>"
feedback_add_details("traitor_success","FAIL")
world << text
return 1
+3 -43
View File
@@ -663,21 +663,7 @@ datum/objective/download
check_completion()
if(!ishuman(owner.current))
return 0
if(!owner.current || owner.current.stat == DEAD)
return 0
if(!(istype(owner.current:wear_suit, /obj/item/clothing/suit/space/space_ninja)&&owner.current:wear_suit:s_initialized))
return 0
var/current_amount
var/obj/item/clothing/suit/space/space_ninja/S = owner.current:wear_suit
if(!S.stored_research.len)
return 0
else
for(var/datum/tech/current_data in S.stored_research)
if(current_data.level>1) current_amount+=(current_data.level-1)
if(current_amount<target_amount) return 0
return 1
return 0
@@ -689,34 +675,8 @@ datum/objective/capture
check_completion()//Basically runs through all the mobs in the area to determine how much they are worth.
var/captured_amount = 0
var/area/ninja/holding/A = locate()
for(var/mob/living/carbon/human/M in A)//Humans.
if(M.stat == DEAD)//Dead folks are worth less.
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/monkey/M in A)//Monkeys are almost worthless, you failure.
captured_amount+=0.1
for(var/mob/living/carbon/alien/larva/M in A)//Larva are important for research.
if(M.stat == DEAD)
captured_amount+=0.5
continue
captured_amount+=1
for(var/mob/living/carbon/alien/humanoid/M in A)//Aliens are worth twice as much as humans.
if(istype(M, /mob/living/carbon/alien/humanoid/queen))//Queens are worth three times as much as humans.
if(M.stat == DEAD)
captured_amount+=1.5
else
captured_amount+=3
continue
if(M.stat == DEAD)
captured_amount+=1
continue
captured_amount+=2
if(captured_amount<target_amount)
return 0
return 1
return 0
-6
View File
@@ -132,8 +132,6 @@
//Cameras can't track people wearing an agent card or a ninja hood.
if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
continue
if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && (H.head.flags & NODROP))
continue
// Now, are they viewable by a camera? (This is last because it's the most intensive check)
if(!near_camera(M))
continue
@@ -195,10 +193,6 @@
if(H.digitalcamo)
U.ai_cancel_tracking(1)
return
if(H.head && istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && (H.head.flags & NODROP))
U.ai_cancel_tracking(1)
return
if(istype(target.loc,/obj/effect/dummy))
U.ai_cancel_tracking()
return
+12 -12
View File
@@ -174,9 +174,9 @@
icon_state = "ai-empty"
anchored = 1
state = 20//So it doesn't interact based on the above. Not really necessary.
/obj/structure/AIcore/deactivated/Destroy()
empty_playable_ai_cores -= src
empty_playable_ai_cores -= src
..()
/obj/structure/AIcore/deactivated/attackby(var/obj/item/W, var/mob/user, params)
@@ -202,7 +202,7 @@
return
else
return ..()
/client/proc/empty_ai_core_toggle_latejoin()
set name = "Toggle AI Core Latejoin"
set category = "Admin"
@@ -210,7 +210,7 @@
var/list/cores = list()
for(var/obj/structure/AIcore/deactivated/D in world)
cores["[D] ([D.loc.loc])"] = D
if(!cores.len)
src << "No deactivated AI cores were found."
@@ -263,7 +263,7 @@ That prevents a few funky behaviors.
T.cancel_camera()
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
if("NINJASUIT")
/*if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(C.AI)//If there is an AI on card.
U << "\red <b>Transfer failed</b>: \black Existing AI found on this terminal. Remove existing AI to install a new one."
@@ -284,7 +284,7 @@ That prevents a few funky behaviors.
C.AI = T
T.cancel_camera()
T << "You have been downloaded to a mobile storage device. Remote device connection severed."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."
U << "\blue <b>Transfer successful</b>: \black [T.name] ([rand(1000,9999)].exe) removed from host terminal and stored within local memory."*/
if("INACTIVE")//Inactive AI object.
var/obj/structure/AIcore/deactivated/T = target
@@ -302,7 +302,7 @@ That prevents a few funky behaviors.
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue <b>Transfer successful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
del(T)
if("NINJASUIT")
/*if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
var/mob/living/silicon/ai/A = C.AI
if(A)
@@ -312,7 +312,7 @@ That prevents a few funky behaviors.
A.cancel_camera()
A << "You have been uploaded to a stationary terminal. Remote device connection restored."
U << "\blue <b>Transfer succesful</b>: \black [A.name] ([rand(1000,9999)].exe) installed and executed succesfully. Local copy has been removed."
del(T)
del(T)*/
if("AIFIXER")//AI Fixer terminal.
var/obj/machinery/computer/aifixer/T = target
switch(interaction)
@@ -357,7 +357,7 @@ That prevents a few funky behaviors.
U << "\red <b>ERROR</b>: \black Reconstruction in progress."
else if (!T.occupant)
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
if("NINJASUIT")
/*if("NINJASUIT")
var/obj/item/clothing/suit/space/space_ninja/C = src
if(!T.contents.len)
if (!C.AI)
@@ -390,8 +390,8 @@ That prevents a few funky behaviors.
else if (T.active)
U << "\red <b>ERROR</b>: \black Reconstruction in progress."
else if (!T.occupant)
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."
if("NINJASUIT")//Ninjasuit
U << "\red <b>ERROR</b>: \black Unable to locate artificial intelligence."*/
/*if("NINJASUIT")//Ninjasuit
var/obj/item/clothing/suit/space/space_ninja/T = target
switch(interaction)
if("AICARD")
@@ -426,7 +426,7 @@ That prevents a few funky behaviors.
A_T << "You have been uploaded to a mobile storage device."
U << "\blue <b>SUCCESS</b>: \black [A_T.name] ([rand(1000,9999)].exe) removed from local memory and installed to host."
else if(A_T)//If the target AI is dead. Else just go to return since nothing would happen if both are empty.
U << "\red <b>ERROR</b>: \black [A_T.name] data core is corrupted. Unable to install."
U << "\red <b>ERROR</b>: \black [A_T.name] data core is corrupted. Unable to install."*/
else
U << "\red <b>ERROR</b>: \black AI flush is in progress, cannot execute transfer protocol."
-4
View File
@@ -458,10 +458,6 @@
user.do_attack_animation(src)
src.log_message("Attack by hand/paw. Attacker - [user].",1)
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("MECHA",src,user:wear_suit)
return
if ((HULK in user.mutations) && !prob(src.deflect_chance))
src.take_damage(15)
-5
View File
@@ -200,11 +200,6 @@
desc = "A flag proudly boasting the logo of the Syndicate, in defiance of NT."
icon_state = "syndiflag"
/obj/item/flag/ninja
name = "Spider Clan flag"
desc = "A flag proudly boasting the logo of the Spider Clan, in defiance of NT."
icon_state = "ninjaflag"
/obj/item/flag/wiz
name = "Wizard Federation flag"
desc = "A flag proudly boasting the logo of the Wizard Federation, sworn enemies of NT."
@@ -1,29 +0,0 @@
/obj/item/weapon/ninja_manuscript
name = "Manuscript"
desc = "A mysterious manuscript..."
icon = 'icons/obj/library.dmi'
icon_state = "book1"
throw_speed = 1
throw_range = 5
w_class = 3
attack_verb = list("bashed", "whacked", "educated")
var/charges = 1
/obj/item/weapon/ninja_manuscript/attack_self(var/mob/user as mob)
if(charges <= 0)
user << "\red The manuscript's power appears spent..."
return
else
user << "\blue You intently read the manuscript and come to the realization that true balance is achieved through self-will."
user << "\blue You relax and concentrate deeply; something in your mind alights ablaze and you realize the only way to true balance is the way of the Ninja."
charges--
user.mind.assigned_role = "MODE"
user.mind.special_role = "Ninja"
return
@@ -87,20 +87,6 @@
new /mob/living/simple_animal/chick(loc)
..()
/obj/structure/largecrate/ninja
name = "Mysterious Crate"
icon_state = "lisacrate"
/obj/structure/largecrate/ninja/attackby(obj/item/weapon/W as obj, mob/user as mob, params)
if(istype(W, /obj/item/weapon/crowbar))
new /obj/item/clothing/gloves/space_ninja(loc)
new /obj/item/clothing/mask/gas/voice/space_ninja(loc)
new /obj/item/clothing/shoes/space_ninja(loc)
new /obj/item/clothing/head/helmet/space/space_ninja(loc)
new /obj/item/clothing/suit/space/space_ninja(loc)
new /obj/item/weapon/ninja_manuscript(loc)
..()
/obj/structure/largecrate/cat
name = "cat crate"
icon_state = "lisacrate"
+4 -14
View File
@@ -730,16 +730,6 @@ var/global/nologevent = 0
message_admins("[key_name_admin(usr)] toggled Aliens [aliens_allowed ? "on" : "off"].", 1)
feedback_add_details("admin_verb","TA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/toggle_space_ninja()
set category = "Event"
set desc="Toggle space ninjas spawning."
set name="Toggle Space Ninjas"
toggle_space_ninja = !toggle_space_ninja
log_admin("[key_name(usr)] toggled Space Ninjas to [toggle_space_ninja].")
message_admins("[key_name_admin(usr)] toggled Space Ninjas [toggle_space_ninja ? "on" : "off"].", 1)
feedback_add_details("admin_verb","TSN") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
/datum/admins/proc/delay()
set category = "Server"
set desc="Delay the game start/end"
@@ -956,16 +946,16 @@ proc/move_gamma_ship()
fromArea = locate(/area/shuttle/gamma/station)
toArea = locate(/area/shuttle/gamma/space)
fromArea.move_contents_to(toArea)
for(var/obj/machinery/mech_bay_recharge_port/P in toArea)
P.locate_recharge_turf()
for(var/obj/machinery/power/apc/A in toArea)
A.init()
for(var/obj/machinery/alarm/A in toArea)
A.first_run()
if (gamma_ship_location)
gamma_ship_location = 0
else
-3
View File
@@ -82,8 +82,6 @@ var/list/admin_verbs_event = list(
/client/proc/cinematic,
/client/proc/one_click_antag,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
/client/proc/send_space_ninja,
/client/proc/cmd_admin_add_freeform_ai_law,
/client/proc/cmd_admin_add_random_ai_law,
/client/proc/make_sound,
@@ -120,7 +118,6 @@ var/list/admin_verbs_server = list(
/client/proc/cmd_admin_delete, /*delete an instance/object/mob/etc*/
/client/proc/cmd_debug_del_all,
/datum/admins/proc/toggle_aliens,
/datum/admins/proc/toggle_space_ninja,
/client/proc/delbook,
/client/proc/toggle_antagHUD_use,
/client/proc/toggle_antagHUD_restrictions,
+2 -2
View File
@@ -492,8 +492,8 @@
if(ticker.mode.raiders.len)
dat += check_role_table("Raiders", ticker.mode.raiders, src)
if(ticker.mode.ninjas.len)
dat += check_role_table("Ninjas", ticker.mode.ninjas, src)
/*if(ticker.mode.ninjas.len)
dat += check_role_table("Ninjas", ticker.mode.ninjas, src)*/
if(ticker.mode.cult.len)
dat += check_role_table("Cultists", ticker.mode.cult, src, 0)
-1
View File
@@ -77,7 +77,6 @@
<A href='?src=\ref[src];secretsfun=borers'>Trigger a Cortical Borer infestation</A><BR>
<A href='?src=\ref[src];secretsfun=alien_silent'>Spawn an Alien silently</A><BR>
<A href='?src=\ref[src];secretsfun=spiders'>Trigger a Spider infestation</A><BR>
<A href='?src=\ref[src];secretsfun=spaceninja'>Send in a space ninja</A><BR>
<A href='?src=\ref[src];secretsfun=striketeam'>Send in a strike team</A><BR>
<A href='?src=\ref[src];secretsfun=striketeam_syndicate'>Send in a syndicate strike team</A><BR>
<A href='?src=\ref[src];secretsfun=honksquad'>Send in a HONKsquad</A><BR>
+6 -4
View File
@@ -315,9 +315,11 @@ client/proc/one_click_antag()
alien_infestation(3)
return 1
/*
/datum/admins/proc/makeSpaceNinja()
space_ninja_arrival()
return 1
*/
/datum/admins/proc/makeDeathsquad()
var/list/mob/candidates = list()
@@ -509,8 +511,8 @@ client/proc/one_click_antag()
while(i<=sounds)
i++
newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
newname += pick(list("ti","hi","ki","ya","ta","ha","ka","ya","chi","cha","kah"))
new_vox.real_name = capitalize(newname)
new_vox.name = new_vox.real_name
new_vox.age = rand(12,20)
@@ -528,7 +530,7 @@ client/proc/one_click_antag()
limb.status &= ~(ORGAN_DESTROYED | ORGAN_ROBOT)
//Now apply cortical stack.
var/datum/organ/external/E = new_vox.get_organ("head")
var/datum/organ/external/E = new_vox.get_organ("head")
var/obj/item/weapon/implant/cortical/I = new(new_vox)
I.imp_in = new_vox
I.implanted = 1
@@ -540,7 +542,7 @@ client/proc/one_click_antag()
new_vox.equip_vox_raider()
return new_vox
/datum/admins/proc/makeVampires()
var/datum/game_mode/vampire/temp = new
-15
View File
@@ -507,21 +507,6 @@ Traitors and the like can also be revived with the previous role mostly intact.
if(synd_spawn)
new_character.loc = get_turf(synd_spawn)
call(/datum/game_mode/proc/equip_syndicate)(new_character)
if("Ninja")
new_character.equip_space_ninja()
new_character.internal = new_character.s_store
new_character.internals.icon_state = "internal1"
if(ninjastart.len == 0)
new_character << "<B>\red A proper starting location for you could not be found, please report this bug!</B>"
new_character << "<B>\red Attempting to place at a carpspawn.</B>"
for(var/obj/effect/landmark/L in landmarks_list)
if(L.name == "carpspawn")
ninjastart.Add(L)
if(ninjastart.len == 0 && latejoin.len > 0)
new_character << "<B>\red Still no spawneable locations could be found. Defaulting to latejoin.</B>"
new_character.loc = pick(latejoin)
else if (ninjastart.len == 0)
new_character << "<B>\red Still no spawneable locations could be found. Aborting.</B>"
if("Death Commando")//Leaves them at late-join spawn.
new_character.equip_death_commando()
-126
View File
@@ -1,126 +0,0 @@
/*
Dear ninja gloves
This isn't because I like you
this is because your father is a bastard
...
I guess you're a little cool.
-Sayu
*/
/obj/item/clothing/gloves/space_ninja
desc = "These nano-enhanced gloves insulate from electricity and provide fire resistance."
name = "ninja gloves"
icon_state = "s-ninja"
item_state = "s-ninja"
siemens_coefficient = 0
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE
var/draining = 0
var/candrain = 0
var/mindrain = 200
var/maxdrain = 400
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/mask.dmi'
)
/*
This runs the gamut of what ninja gloves can do
The other option would be a dedicated ninja touch bullshit proc on everything
which would probably more efficient, but ninjas are pretty rare.
This was mostly introduced to keep ninja code from contaminating other code;
with this in place it would be easier to untangle the rest of it.
For the drain proc, see events/ninja.dm
*/
/obj/item/clothing/gloves/space_ninja/Touch(var/atom/A,var/proximity)
if(!candrain || draining) return 0
var/mob/living/carbon/human/H = loc
if(!istype(H)) return 0 // what
var/obj/item/clothing/suit/space/space_ninja/suit = H.wear_suit
if(!istype(suit)) return 0
if(isturf(A)) return 0
if(!proximity) // todo: you could add ninja stars or computer hacking here
return 0
// Move an AI into and out of things
if(istype(A,/mob/living/silicon/ai))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("AICORE", "NINJASUIT", A, H)
return 1
else
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
return 0
if(istype(A,/obj/structure/AIcore/deactivated))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("INACTIVE","NINJASUIT",A, H)
return 1
else
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
return 0
if(istype(A,/obj/machinery/computer/aifixer))
if(suit.s_control)
A.add_fingerprint(H)
suit.transfer_ai("AIFIXER","NINJASUIT",A, H)
return 1
else
H << "\red <b>ERROR</b>: \black Remote access channel disabled."
return 0
// steal energy from powered things
if(istype(A,/mob/living/silicon/robot))
A.add_fingerprint(H)
drain("CYBORG",A,suit)
return 1
if(istype(A,/obj/machinery/power/apc))
A.add_fingerprint(H)
drain("APC",A,suit)
return 1
if(istype(A,/obj/structure/cable))
A.add_fingerprint(H)
drain("WIRE",A,suit)
return 1
if(istype(A,/obj/structure/grille))
var/obj/structure/cable/C = locate() in A.loc
if(C)
drain("WIRE",C,suit)
return 1
if(istype(A,/obj/machinery/power/smes))
A.add_fingerprint(H)
drain("SMES",A,suit)
return 1
if(istype(A,/obj/mecha))
A.add_fingerprint(H)
drain("MECHA",A,suit)
return 1
/*
if(istype(A,/obj/item/weapon/stock_parts/cell))
A.add_fingerprint(H)
drain("CELL",A,suit)
return 1
*/
// download research
if(istype(A,/obj/machinery/computer/rdconsole))
A.add_fingerprint(H)
drain("RESEARCH",A,suit)
return 1
if(istype(A,/obj/machinery/r_n_d/server))
A.add_fingerprint(H)
var/obj/machinery/r_n_d/server/S = A
if(S.disabled)
return 1
if(S.shocked)
S.shock(H,50)
return 1
drain("RESEARCH",A,suit)
return 1
+1 -29
View File
@@ -28,32 +28,4 @@
/obj/item/clothing/mask/gas/voice/New()
..()
changer = new(src)
/obj/item/clothing/mask/gas/voice/space_ninja
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement."
icon_state = "s-ninja(norm)"
item_state = "s-ninja_mask"
unacidable = 1
siemens_coefficient = 0.2
species_fit = list("Vox")
var/mode = 0// 0==Scouter | 1==Night Vision | 2==Thermal | 3==Meson
/obj/item/clothing/mask/gas/voice/space_ninja/scar
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement. This mask appears to have already seen battle."
icon_state = "s-ninja(scar)"
item_state = "s-ninja_mask"
/obj/item/clothing/mask/gas/voice/space_ninja/visor
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement. This variant appears to have a visor to increase vision."
icon_state = "s-ninja(visor)"
item_state = "s-ninja_mask"
/obj/item/clothing/mask/gas/voice/space_ninja/monocular
name = "ninja mask"
desc = "A close-fitting mask that acts both as an air filter and a post-modern fashion statement. This variant appears to focus the user's vision out of a single port."
icon_state = "s-ninja(mon)"
item_state = "s-ninja_mask"
changer = new(src)
@@ -36,21 +36,6 @@
armor = list(melee = 80, bullet = 60, laser = 50, energy = 50, bomb = 50, bio = 30, rad = 30)
flags = NOSLIP
/obj/item/clothing/shoes/space_ninja
name = "ninja shoes"
desc = "A pair of running shoes. Excellent for running and even better for smashing skulls."
icon_state = "s-ninja"
permeability_coefficient = 0.01
flags = NOSLIP
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.2
cold_protection = FEET
min_cold_protection_temperature = SHOE_MIN_COLD_PROTECTION_TEMPERATURE
heat_protection = FEET
max_heat_protection_temperature = SHOE_MAX_HEAT_PROTECTION_TEMPERATURE
species_restricted = null
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain, wooden sandals."
name = "sandals"
-66
View File
@@ -1,66 +0,0 @@
/obj/item/clothing/head/helmet/space/space_ninja
desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
name = "ninja hood"
icon_state = "s-ninja"
item_state = "s-ninja_hood"
allowed = list(/obj/item/weapon/stock_parts/cell)
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
unacidable = 1
siemens_coefficient = 0.2
/obj/item/clothing/suit/space/space_ninja
name = "ninja suit"
desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
icon_state = "s-ninja"
item_state = "s-ninja_suit"
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank,/obj/item/weapon/stock_parts/cell,/obj/item/device/suit_cooling_unit)
slowdown = 0
unacidable = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.2
//Important parts of the suit.
var/mob/living/carbon/affecting = null//The wearer.
var/obj/item/weapon/stock_parts/cell/cell//Starts out with a high-capacity cell using New().
var/datum/effect/effect/system/spark_spread/spark_system//To create sparks.
var/reagent_list[] = list("tricordrazine","dexalinp","spaceacillin","anti_toxin","nutriment","uranium","hyronalin")//The reagents ids which are added to the suit at New().
var/stored_research[]//For stealing station research.
var/obj/item/weapon/disk/tech_disk/t_disk//To copy design onto disk.
//Other articles of ninja gear worn together, used to easily reference them after initializing.
var/obj/item/clothing/head/helmet/space/space_ninja/n_hood
var/obj/item/clothing/shoes/space_ninja/n_shoes
var/obj/item/clothing/gloves/space_ninja/n_gloves
var/obj/item/clothing/mask/gas/voice/space_ninja/n_mask
//Main function variables.
var/s_initialized = 0//Suit starts off.
var/s_coold = 0//If the suit is on cooldown. Can be used to attach different cooldowns to abilities. Ticks down every second based on suit ntick().
var/s_regen = 5.0//Base energy regen each ntick.
var/s_cost = 25.0//Additional cost for additional powers active.
var/k_cost = 200.0//Kamikaze energy cost each ntick.
var/k_damage = 1.0//Brute damage potentially done by Kamikaze each ntick.
var/s_delay = 40.0//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability.
var/a_transfer = 20.0//How much reagent is transferred when injecting.
var/r_maxamount = 80.0//How much reagent in total there is.
//var/s_rank = "Master" The three ranks are "Initiate", "Assassin", and "Master". Master is the base case.
//Support function variables.
var/spideros = 0//Mode of SpiderOS. This can change so I won't bother listing the modes here (0 is hub). Check ninja_equipment.dm for how it all works.
var/s_active = 0//Stealth off.
var/s_busy = 0//Is the suit busy with a process? Like AI hacking. Used for safety functions.
var/kamikaze = 0//Kamikaze on or off.
var/k_unlock = 0//To unlock Kamikaze.
//Ability function variables.
var/s_bombs = 10.0//Number of starting ninja smoke bombs.
var/a_boost = 3.0//Number of adrenaline boosters.
var/emp_proof = 0 // Will the suit react to EMPs? A kind of bad workaround to make Ninjas invulnerable to their own EMPs. - Dave
//Onboard AI related variables.
var/mob/living/silicon/ai/AI//If there is an AI inside the suit.
var/obj/item/device/paicard/pai//A slot for a pAI device
var/obj/effect/overlay/hologram//Is the AI hologram on or off? Visible only to the wearer of the suit. This works by attaching an image to a blank overlay.
var/flush = 0//If an AI purge is in progress.
var/s_control = 1//If user in control of the suit.
+1 -11
View File
@@ -50,16 +50,6 @@
var/mob/living/silicon/ai/occupant = null
var/busy = 0
// Ninja gloves check
attack_hand(mob/user as mob)
if(ishuman(user) && istype(user:gloves, /obj/item/clothing/gloves/space_ninja) && user:gloves:candrain && !user:gloves:draining)
if(user:wear_suit:s_control)
user:wear_suit.transfer_ai("AIFIXER","NINJASUIT",src,user)
else
user << "\red <b>ERROR</b>: \black Remote access channel disabled."
return
..()
attackby(obj/I as obj,mob/user as mob, params)
if(computer && !computer.stat)
if(istype(I, /obj/item/device/aicard))
@@ -91,7 +81,7 @@
computer.emagged = 1
return 1
else
usr << "You are unable to insert \the card, as the reader slot is occupied"
usr << "You are unable to insert \the card, as the reader slot is occupied"
return 0
attackby(var/obj/item/I as obj, var/mob/user as mob, params)
+2 -2
View File
@@ -42,10 +42,10 @@
return ..(active_with_role)
return 0
/datum/event_meta/ninja/get_weight(var/list/active_with_role)
/*/datum/event_meta/ninja/get_weight(var/list/active_with_role)
if(toggle_space_ninja)
return ..(active_with_role)
return 0
return 0*/
/datum/event //NOTE: Times are measured in master controller ticks!
var/startWhen = 0 //When in the lifetime to call start().
+1 -1
View File
@@ -157,7 +157,7 @@ var/global/list/severity_to_string = list(EVENT_LEVEL_MUNDANE = "Mundane", EVENT
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Ion Storm", /datum/event/ionstorm, 0, list(ASSIGNMENT_AI = 50, ASSIGNMENT_CYBORG = 50, ASSIGNMENT_ENGINEER = 15, ASSIGNMENT_SCIENTIST = 5)),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Borer Infestation", /datum/event/borer_infestation, 20, list(ASSIGNMENT_SECURITY = 20), 1),
new /datum/event_meta/alien(EVENT_LEVEL_MODERATE, "Alien Infestation", /datum/event/alien_infestation, 0, list(ASSIGNMENT_SECURITY = 15), 1),
new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 15), 1),
//new /datum/event_meta/ninja(EVENT_LEVEL_MODERATE, "Space Ninja", /datum/event/space_ninja, 0, list(ASSIGNMENT_SECURITY = 15), 1),
// NON-BAY EVENTS
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Mass Hallucination", /datum/event/mass_hallucination, 300),
new /datum/event_meta(EVENT_LEVEL_MODERATE, "Space Dust", /datum/event/dust, 50, list(ASSIGNMENT_ENGINEER = 50)),
+2 -2
View File
@@ -99,8 +99,8 @@ var/global/list/possibleEvents = list()
possibleEvents[/datum/event/spider_infestation] = max(active_with_role["Security"], 5) + 5
if(aliens_allowed && !sent_aliens_to_station)
possibleEvents[/datum/event/alien_infestation] = max(active_with_role["Security"], 5) + 2.5
if(!sent_ninja_to_station && toggle_space_ninja)
possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)
/*if(!sent_ninja_to_station && toggle_space_ninja)
possibleEvents[/datum/event/space_ninja] = max(active_with_role["Security"], 5)*/
possibleEvents[/datum/event/tear] = active_with_role["Security"] * 25
for(var/event_type in event_last_fired) if(possibleEvents[event_type])
-2
View File
@@ -1,2 +0,0 @@
/datum/event/space_ninja/setup()
space_ninja_arrival()
@@ -207,8 +207,6 @@
if(mind.changeling)
stat("Chemical Storage", "[mind.changeling.chem_charges]/[mind.changeling.chem_storage]")
stat("Absorbed DNA", mind.changeling.absorbedcount)
if (istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_initialized)
stat("Energy Charge", (wear_suit:cell:charge))
if(istype(loc, /obj/spacepod)) // Spacdpods!
var/obj/spacepod/S = loc
+1 -24
View File
@@ -1317,29 +1317,6 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
see_invisible = SEE_INVISIBLE_LIVING
seer = 0
var/tmp/has_ninja_mask = 0
if(istype(wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
has_ninja_mask = 1
var/obj/item/clothing/mask/gas/voice/space_ninja/O = wear_mask
switch(O.mode)
if(0)
var/target_list[] = list()
for(var/mob/living/target in oview(src))
if( target.mind&&(target.mind.special_role||issilicon(target)) )//They need to have a mind.
target_list += target
if(target_list.len)//Everything else is handled by the ninja mask proc.
O.assess_targets(target_list, src)
if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
if(1)
see_in_dark = 5
if(!druggy) see_invisible = SEE_INVISIBLE_MINIMUM
if(2)
sight |= SEE_MOBS
if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
if(3)
sight |= SEE_TURFS
if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
if(glasses)
var/obj/item/clothing/glasses/G = glasses
if(istype(G))
@@ -1367,7 +1344,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
see_invisible = SEE_INVISIBLE_LIVING
if(istype(O,/obj/item/clothing/glasses/hud/security/night) || istype(O,/obj/item/clothing/glasses/hud/health/night))
see_invisible = SEE_INVISIBLE_MINIMUM
else if(!seer && !has_ninja_mask)
else if(!seer)
see_in_dark = species.darksight
see_invisible = SEE_INVISIBLE_LIVING
@@ -72,7 +72,7 @@
return
//looks like this only appears in whisper. Should it be elsewhere as well? Maybe handle_speech_problems?
var/voice_sub
/*var/voice_sub
for(var/obj/item/gear in list(wear_mask,wear_suit,head))
if(!gear)
continue
@@ -97,7 +97,7 @@
message = replacetext(message, "l", "")
message = replacetext(message, "s", "")
message = replacetext(message, "u", "")
message = replacetext(message, "b", "")
message = replacetext(message, "b", "")*/
var/list/listening = hearers(message_range, src)
listening |= src
-3
View File
@@ -1038,9 +1038,6 @@ var/list/ai_verbs_default = list(
if(H.wear_id && istype(H.wear_id.GetID(), /obj/item/weapon/card/id/syndicate))
src << "Unable to locate an airlock"
return
if(istype(H.head, /obj/item/clothing/head/helmet/space/space_ninja) && (H.head.flags & NODROP))
src << "Unable to locate an airlock"
return
if(H.digitalcamo)
src << "Unable to locate an airlock"
return
@@ -260,7 +260,7 @@ They can only use one tool at a time, they can't choose modules, and they have 1
else
spark_system.start()
return ..()
/mob/living/silicon/robot/mommi/emag_act(user as mob)
if(!opened)//Cover is closed
if(locked)
@@ -338,9 +338,6 @@ They can only use one tool at a time, they can't choose modules, and they have 1
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("CYBORG",src,user:wear_suit)
return
if(user.a_intent == "help")
user.visible_message("\blue [user.name] pats [src.name] on the head.")
return
+4 -7
View File
@@ -82,14 +82,14 @@
if(!card.radio)
card.radio = new /obj/item/device/radio(src.card)
radio = card.radio
//Default languages without universal translator software
add_language("Galactic Common", 1)
add_language("Sol Common", 1)
add_language("Tradeband", 1)
add_language("Gutter", 1)
add_language("Trinary", 1)
add_language("Gutter", 1)
add_language("Trinary", 1)
//Verbs for pAI mobile form, chassis and Say flavor text
verbs += /mob/living/silicon/pai/proc/choose_chassis
verbs += /mob/living/silicon/pai/proc/choose_verbs
@@ -346,9 +346,6 @@
if(istype(card.loc,/mob))
var/mob/holder = card.loc
holder.unEquip(card)
else if(istype(card.loc,/obj/item/clothing/suit/space/space_ninja))
var/obj/item/clothing/suit/space/space_ninja/holder = card.loc
holder.pai = null
else if(istype(card.loc,/obj/item/device/pda))
var/obj/item/device/pda/holder = card.loc
holder.pai = null
+3 -32
View File
@@ -114,11 +114,11 @@ proc/isembryo(A)
if(istype(A, /mob/living/silicon))
return 1
return 0
/proc/isSilicon(A) // Bay support
if(istype(A, /mob/living/silicon))
return 1
return 0
return 0
/proc/isliving(A)
if(istype(A, /mob/living))
@@ -163,7 +163,7 @@ proc/isnewplayer(A)
proc/hasorgans(A)
return ishuman(A)
proc/iscuffed(A)
if(istype(A, /mob/living/carbon))
var/mob/living/carbon/C = A
@@ -318,35 +318,6 @@ proc/Gibberish(t, p)//t is the inputted message, and any value higher than 70 fo
return returntext
/proc/ninjaspeak(n)
/*
The difference with stutter is that this proc can stutter more than 1 letter
The issue here is that anything that does not have a space is treated as one word (in many instances). For instance, "LOOKING," is a word, including the comma.
It's fairly easy to fix if dealing with single letters but not so much with compounds of letters./N
*/
var/te = html_decode(n)
var/t = ""
n = length(n)
var/p = 1
while(p <= n)
var/n_letter
var/n_mod = rand(1,4)
if(p+n_mod>n+1)
n_letter = copytext(te, p, n+1)
else
n_letter = copytext(te, p, p+n_mod)
if (prob(50))
if (prob(30))
n_letter = text("[n_letter]-[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]-[n_letter]")
else
n_letter = text("[n_letter]")
t = text("[t][n_letter]")
p=p+n_mod
return sanitize(copytext(t,1,MAX_MESSAGE_LEN))
/proc/shake_camera(mob/M, duration, strength=1)
if(!M || !M.client || M.shakecamera)
return
+13 -19
View File
@@ -599,8 +599,8 @@
user << "You emag the APC interface."
update_icon()
else
user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
user << "You fail to [ locked ? "unlock" : "lock"] the APC interface."
// attack with hand - remove cell (if cover open) or interact with the APC
/obj/machinery/power/apc/attack_hand(mob/user)
// if (!can_use(user)) This already gets called in interact() and in topic()
@@ -657,12 +657,6 @@
if(stat & (BROKEN|MAINT))
return
if(ishuman(user))
if(istype(user:gloves, /obj/item/clothing/gloves/space_ninja)&&user:gloves:candrain&&!user:gloves:draining)
call(/obj/item/clothing/gloves/space_ninja/proc/drain)("APC",src,user:wear_suit)
return
// do APC interaction
//user.set_machine(src)
src.interact(user)
/obj/machinery/power/apc/attack_alien(mob/living/carbon/alien/humanoid/user)
@@ -691,12 +685,12 @@
else
beenhit += 1
return
/obj/machinery/power/apc/attack_ghost(user as mob)
if(stat & (BROKEN|MAINT))
if(stat & (BROKEN|MAINT))
return
return ui_interact(user)
/obj/machinery/power/apc/interact(mob/user)
if(!user)
return
@@ -859,7 +853,7 @@
user << "\red You momentarily forget how to use [src]."
return 0
return 1
/obj/machinery/power/apc/proc/is_authenticated(mob/user as mob)
if(isAI(user) || isrobot(user))
return 1
@@ -869,26 +863,26 @@
/obj/machinery/power/apc/Topic(href, href_list, var/usingUI = 1)
if(..())
return 1
if(!can_use(usr, 1))
return 1
if (href_list["lock"])
if(!is_authenticated(usr))
return
coverlocked = !coverlocked
else if (href_list["breaker"])
if(!is_authenticated(usr))
return
toggle_breaker()
else if (href_list["cmode"])
if(!is_authenticated(usr))
return
chargemode = !chargemode
if(!chargemode)
charging = 0
@@ -897,7 +891,7 @@
else if (href_list["eqp"])
if(!is_authenticated(usr))
return
var/val = text2num(href_list["eqp"])
equipment = setsubsystem(val)
update_icon()
@@ -906,7 +900,7 @@
else if (href_list["lgt"])
if(!is_authenticated(usr))
return
var/val = text2num(href_list["lgt"])
lighting = setsubsystem(val)
update_icon()
@@ -915,7 +909,7 @@
else if (href_list["env"])
if(!is_authenticated(usr))
return
var/val = text2num(href_list["env"])
environ = setsubsystem(val)
update_icon()
-7
View File
@@ -67,13 +67,6 @@
/obj/item/weapon/stock_parts/cell/attack_self(mob/user as mob)
src.add_fingerprint(user)
if(ishuman(user))
var/mob/living/carbon/human/H = user
var/obj/item/clothing/gloves/space_ninja/SNG = H.gloves
if(!istype(SNG) || !SNG.candrain || !SNG.draining) return
SNG.drain("CELL",src,H.wear_suit)
return
/obj/item/weapon/stock_parts/cell/attackby(obj/item/W, mob/user, params)
@@ -81,8 +81,6 @@
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
else if(istype(target, /obj/machinery/bunsen_burner))
return
@@ -142,10 +142,6 @@
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
else if(istype(target, /obj/machinery/bunsen_burner))
return
@@ -300,8 +296,8 @@
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
user.unEquip(src)
qdel(src)
..()
..()
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
@@ -13,7 +13,6 @@
artifact_id = "[pick("kappa","sigma","antaeres","beta","omicron","iota","epsilon","omega","gamma","delta","tau","alpha")]-[rand(100,999)]"
artifact_find_type = pick(\
5;/obj/structure/largecrate/ninja,\
5;/obj/machinery/power/supermatter,\
5;/obj/structure/constructshell,\
5;/obj/machinery/wish_granter,\
@@ -44,7 +43,7 @@
/obj/structure/boulder/New()
icon_state = "boulder[rand(1,4)]"
excavation_level = rand(5,50)
/obj/structure/boulder/Bumped(AM)
. = ..()
if(istype(AM,/mob/living/carbon/human))
+5 -5
View File
@@ -9169,15 +9169,15 @@
"duq" = (/obj/structure/window/reinforced{dir = 1},/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"dur" = (/obj/machinery/door/window{dir = 1; name = "Suit Storage"; req_access_txt = "0"},/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"dus" = (/turf/unsimulated/floor{icon_state = "engine"},/obj/structure/window/reinforced{dir = 1},/turf/unsimulated/wall{dir = 8; icon = 'icons/turf/shuttle.dmi'; icon_state = "diagonalWall3"},/area/admin)
"dut" = (/obj/structure/rack,/obj/item/clothing/shoes/space_ninja,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"dut" = (/obj/structure/rack,/obj/item/clothing/mask/bandana/black,/obj/item/clothing/mask/balaclava,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duu" = (/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duv" = (/obj/structure/rack,/obj/item/clothing/head/helmet/space/space_ninja,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duv" = (/obj/structure/rack,/obj/item/clothing/gloves/black/thief,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duw" = (/turf/unsimulated/wall,/area/tdome)
"dux" = (/turf/unsimulated/wall{desc = "The door appears to be locked tightly."; icon = 'icons/obj/doors/Doorhatchele.dmi'; icon_state = "door_closed"; name = "locked door"},/area/tdome)
"duy" = (/turf/unsimulated/floor{icon_state = "engine"},/turf/unsimulated/wall{dir = 4; icon = 'icons/turf/shuttle.dmi'; icon_state = "window5"; opacity = 0},/area/admin)
"duz" = (/obj/structure/rack,/obj/item/clothing/gloves/space_ninja,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duA" = (/obj/structure/rack,/obj/item/weapon/ninja_manuscript,/obj/item/clothing/mask/gas/voice/space_ninja/scar,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duB" = (/obj/structure/rack,/obj/item/clothing/suit/space/space_ninja,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duz" = (/obj/structure/rack,/obj/item/clothing/shoes/combat/swat,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duA" = (/obj/structure/rack,/obj/item/weapon/katana,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duB" = (/obj/structure/rack,/obj/item/clothing/under/color/black,/turf/unsimulated/floor{icon_state = "engine"},/area/admin)
"duC" = (/obj/structure/closet/secure_closet/bar,/turf/unsimulated/floor{icon_state = "white"},/area/tdome)
"duD" = (/turf/unsimulated/floor{icon_state = "white"},/area/tdome)
"duE" = (/obj/machinery/gibber,/turf/unsimulated/floor{icon_state = "white"},/area/tdome)
-8
View File
@@ -347,10 +347,7 @@
#include "code\game\gamemodes\events\biomass.dm"
#include "code\game\gamemodes\events\black_hole.dm"
#include "code\game\gamemodes\events\clang.dm"
#include "code\game\gamemodes\events\ninja_abilities.dm"
#include "code\game\gamemodes\events\ninja_equipment.dm"
#include "code\game\gamemodes\events\power_failure.dm"
#include "code\game\gamemodes\events\space_ninja.dm"
#include "code\game\gamemodes\events\spacevines.dm"
#include "code\game\gamemodes\events\wormholes.dm"
#include "code\game\gamemodes\events\holidays\Christmas.dm"
@@ -382,7 +379,6 @@
#include "code\game\gamemodes\nations\flagprocs.dm"
#include "code\game\gamemodes\nations\nationdatums.dm"
#include "code\game\gamemodes\nations\nations.dm"
#include "code\game\gamemodes\ninja\ninja.dm"
#include "code\game\gamemodes\nuclear\nuclear.dm"
#include "code\game\gamemodes\nuclear\nuclearbomb.dm"
#include "code\game\gamemodes\nuclear\pinpointer.dm"
@@ -724,7 +720,6 @@
#include "code\game\objects\items\weapons\kitchen.dm"
#include "code\game\objects\items\weapons\manuals.dm"
#include "code\game\objects\items\weapons\mop.dm"
#include "code\game\objects\items\weapons\ninja_manuscript.dm"
#include "code\game\objects\items\weapons\paint.dm"
#include "code\game\objects\items\weapons\paiwire.dm"
#include "code\game\objects\items\weapons\power_cells.dm"
@@ -975,7 +970,6 @@
#include "code\modules\clothing\gloves\boxing.dm"
#include "code\modules\clothing\gloves\color.dm"
#include "code\modules\clothing\gloves\miscellaneous.dm"
#include "code\modules\clothing\gloves\ninja.dm"
#include "code\modules\clothing\head\collectable.dm"
#include "code\modules\clothing\head\hardhat.dm"
#include "code\modules\clothing\head\helmet.dm"
@@ -996,7 +990,6 @@
#include "code\modules\clothing\spacesuits\chronosuit.dm"
#include "code\modules\clothing\spacesuits\ert.dm"
#include "code\modules\clothing\spacesuits\miscellaneous.dm"
#include "code\modules\clothing\spacesuits\ninja.dm"
#include "code\modules\clothing\spacesuits\plasmamen.dm"
#include "code\modules\clothing\spacesuits\rig.dm"
#include "code\modules\clothing\spacesuits\syndi.dm"
@@ -1097,7 +1090,6 @@
#include "code\modules\events\prison_break.dm"
#include "code\modules\events\radiation_storm.dm"
#include "code\modules\events\rogue_drones.dm"
#include "code\modules\events\space_ninja.dm"
#include "code\modules\events\spacevine.dm"
#include "code\modules\events\spider_infestation.dm"
#include "code\modules\events\tear.dm"