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Merge pull request #3881 from DaveTheHeadcrab/snowflaekShit
DaveTheHeadcrab - Fluff items
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@@ -10,6 +10,66 @@
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////////// Usable Items //////////
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//////////////////////////////////
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/obj/item/device/fluff/tattoo_gun // Generic tattoo gun, make subtypes for different folks
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name = "dispoable tattoo pen"
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desc = "A cheap plastic tattoo application pen."
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icon = 'icons/obj/custom_items.dmi'
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icon_state = "tatgun"
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force = 0
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throwforce = 0
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w_class = 1.0
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var/used = 0
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var/tattoo_name = "tiger stripe tattoo" // Tat name for visible messages
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var/tattoo_icon = "Tiger Body" // body_accessory.dmi, new icons defined in sprite_accessories.dm
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var/tattoo_r = 1 // RGB values for the body markings
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var/tattoo_g = 1
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var/tattoo_b = 1
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/obj/item/device/fluff/tattoo_gun/attack(mob/living/carbon/M as mob, mob/user as mob)
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if(user.a_intent == "harm")
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user.visible_message("<span class='warning'>[user] stabs [M] with the [src]!</span>", "<span class='warning'>You stab [M] with the [src]!</span>")
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M << "<span class='userdanger'>[user] stabs you with the [src]!<br></span><span class = 'warning'>You feel a tiny prick!</span>"
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return
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if(used)
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user << "<span class= 'notice'>The [src] is out of ink.</span>"
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return
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if(!istype(M, /mob/living/carbon/human))
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user << "<span class= 'notice'>You don't think tattooing [M] is the best idea.</span>"
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return
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var/mob/living/carbon/human/target = M
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if(istype(target.species, /datum/species/machine))
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user << "<span class= 'notice'>[target] has no skin, how do you expect to tattoo them?</span>"
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return
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if(target.m_style != "None")
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user << "<span class= 'notice'>[target] already has body markings, any more would look silly!</span>"
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return
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if(target == user)
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user << "<span class= 'notice'>You use the [src] to apply a [tattoo_name] to yourself!</span>"
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else
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user.visible_message("<span class='notice'>[user] begins to apply a [tattoo_name] [target] with the [src].</span>", "<span class='notice'>You begin to tattoo [target] with the [src]!</span>")
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if(!do_after(user,30, target = M))
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return
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user.visible_message("<span class='notice'>[user] finishes the [tattoo_name] on [target].</span>", "<span class='notice'>You finish the [tattoo_name].</span>")
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if(!used) // No exploiting do_after to tattoo multiple folks.
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target.m_style = tattoo_icon
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target.r_markings = tattoo_r
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target.g_markings = tattoo_g
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target.b_markings = tattoo_b
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target.update_markings()
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playsound(src.loc, 'sound/items/Welder2.ogg', 20, 1)
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icon_state = "tatgun_used"
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used = 1
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/obj/item/weapon/claymore/fluff // MrBarrelrolll: Maximus Greenwood
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name = "Greenwood's Blade"
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desc = "A replica claymore with strange markings scratched into the blade."
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@@ -185,17 +245,6 @@
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icon_state = "stobarico_jacket"
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//////////// Uniforms ////////////
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/obj/item/clothing/under/fluff/WornTurtleneck // DaveTheHeadcrab: Makkota Atani
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name = "Worn Combat Turtleneck"
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desc = "A worn out turtleneck with 'J.C. NSS Regnare' stitched on the inside of the collar. The tag reveals it to be 99% NanoCotton."
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icon= 'icons/obj/clothing/uniforms.dmi'
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icon_state = "syndicate"
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item_state = "bl_suit"
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item_color = "syndicate"
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has_sensor = 1 // Jumpsuit has no sensor by default
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displays_id = 0 // Purely astetic, the ID does not show up on the player sprite when equipped. Examining still reveals it.
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armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0) // Standard Security jumpsuit stats
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/obj/item/clothing/under/fluff/kharshai // Kharshai: Athena Castile
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name = "Castile formal outfit"
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desc = "A white and gold formal uniform, accompanied by a small pin with the numbers '004' etched upon it."
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@@ -364,4 +413,26 @@
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name = "combat pants"
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desc = "Medium style tactical pants, for the fashion aware combat units out there."
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icon_state = "chaps"
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item_color = "combat_pants"
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item_color = "combat_pants"
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/obj/item/clothing/suit/jacket/fluff/windbreaker // DaveTheHeadcrab: Elliot Campbell
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name = "nylon windbreaker"
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desc = "A cheap nylon windbreaker, according to the tag it was manufactured in New Chiba, Earth.<br>The color reminds you of a television tuned to a dead channel."
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icon = 'icons/obj/custom_items.dmi'
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icon_state = "elliot_windbreaker"
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item_state = "elliot_windbreaker"
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adjust_flavour = "unzip"
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/obj/item/clothing/ears/earring/fluff/industrial_piercing
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name = "industrial piercing and stud earring"
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desc = "A set of ear piercings containing an industrial rod and a small stud. They appear to be made out of some form of non-magnetic metal."
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icon = 'icons/obj/custom_items.dmi'
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icon_state = "elliot_earring"
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/obj/item/device/fluff/tattoo_gun/cybernetic_tat
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desc = "A cheap plastic tattoo application pen.<br>This one seems to have light blue ink."
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tattoo_name = "circuitry tattoo"
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tattoo_icon = "Elliot Circuit Tattoo"
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tattoo_r = 100
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tattoo_g = 150
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tattoo_b = 255
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@@ -389,14 +389,13 @@ var/global/list/damage_icon_parts = list()
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//base icons
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var/icon/markings_standing = new /icon('icons/mob/body_accessory.dmi',"accessory_none_s")
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if(m_style && (src.species.bodyflags & HAS_MARKINGS))
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if(m_style && m_style != "None")
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var/datum/sprite_accessory/marking_style = marking_styles_list[m_style]
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if(marking_style && marking_style.species_allowed)
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if(src.species.name in marking_style.species_allowed)
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var/icon/markings_s = new/icon("icon" = marking_style.icon, "icon_state" = "[marking_style.icon_state]_s")
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if(marking_style.do_colouration)
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markings_s.Blend(rgb(r_markings, g_markings, b_markings), ICON_ADD)
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markings_standing.Blend(markings_s, ICON_OVERLAY)
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if(marking_style)
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var/icon/markings_s = new/icon("icon" = marking_style.icon, "icon_state" = "[marking_style.icon_state]_s")
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if(marking_style.do_colouration)
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markings_s.Blend(rgb(r_markings, g_markings, b_markings), ICON_ADD)
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markings_standing.Blend(markings_s, ICON_OVERLAY)
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else
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//warning("Invalid m_style for [species.name]: [m_style]")
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@@ -1809,4 +1809,13 @@
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/datum/sprite_accessory/body_markings/tigerheadface_una
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name = "Unathi Tiger Body + Head + Face"
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species_allowed = list("Unathi")
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icon_state = "markings_tigerheadface_una"
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icon_state = "markings_tigerheadface_una"
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/datum/sprite_accessory/body_markings/tattoo // Tattoos applied post-round startup with tattoo guns in item_defines.dm
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name = "base tattoo"
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species_allowed = list()
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icon_state = "accessory_none"
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/datum/sprite_accessory/body_markings/tattoo/elliot
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name = "Elliot Circuit Tattoo"
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icon_state = "campbell_tattoo"
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