mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-16 17:43:35 +01:00
Merge branch 'master' of github.com:Baystation12/Baystation12
Conflicts: code/modules/mob/living/carbon/human/examine.dm code/modules/mob/living/carbon/human/life.dm
This commit is contained in:
@@ -165,12 +165,6 @@ proc/blood_incompatible(donor,receiver)
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//AB is a universal receiver.
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return 0
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/obj/item/weapon/rag
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New() // So I don't have to grab maplock
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spawn(1)
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new/obj/item/weapon/reagent_containers/glass/rag(loc)
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del src
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/obj/item/weapon/reagent_containers/glass/rag
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name = "damp rag"
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desc = "For cleaning up messes, you suppose."
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@@ -112,20 +112,12 @@ var/global/BSACooldown = 0
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M.change_mob_type( /mob/living/silicon/robot , null, null, delmob)
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if("cat")
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M.change_mob_type( /mob/living/simple_animal/cat , null, null, delmob)
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if("runtime")
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M.change_mob_type( /mob/living/simple_animal/cat/Runtime , null, null, delmob)
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if("corgi")
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M.change_mob_type( /mob/living/simple_animal/corgi , null, null, delmob)
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if("ian")
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M.change_mob_type( /mob/living/simple_animal/corgi/Ian , null, null, delmob)
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if("crab")
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M.change_mob_type( /mob/living/simple_animal/crab , null, null, delmob)
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if("coffee")
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M.change_mob_type( /mob/living/simple_animal/crab/Coffee , null, null, delmob)
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if("parrot")
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M.change_mob_type( /mob/living/simple_animal/parrot , null, null, delmob)
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if("drprofessor")
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M.change_mob_type( /mob/living/simple_animal/parrot/DrProfessor , null, null, delmob)
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if("constructarmoured")
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M.change_mob_type( /mob/living/simple_animal/constructarmoured , null, null, delmob)
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if("constructbuilder")
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@@ -2589,11 +2581,8 @@ var/global/BSACooldown = 0
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body += "<A href='?src=\ref[src];simplemake=monkey;mob=\ref[M]'>Monkey</A> | "
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body += "<A href='?src=\ref[src];simplemake=robot;mob=\ref[M]'>Cyborg</A> | "
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body += "<A href='?src=\ref[src];simplemake=cat;mob=\ref[M]'>Cat</A> | "
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body += "<A href='?src=\ref[src];simplemake=runtime;mob=\ref[M]'>Runtime</A> | "
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body += "<A href='?src=\ref[src];simplemake=corgi;mob=\ref[M]'>Corgi</A> | "
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body += "<A href='?src=\ref[src];simplemake=ian;mob=\ref[M]'>Ian</A> | "
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body += "<A href='?src=\ref[src];simplemake=crab;mob=\ref[M]'>Crab</A> | "
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body += "<A href='?src=\ref[src];simplemake=coffee;mob=\ref[M]'>Coffee</A> | "
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//body += "<A href='?src=\ref[src];simplemake=parrot;mob=\ref[M]'>Parrot</A> | "
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//body += "<A href='?src=\ref[src];simplemake=drprofessor;mob=\ref[M]'>DrProfessor</A> | "
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body += "\[ Construct: <A href='?src=\ref[src];simplemake=constructarmoured;mob=\ref[M]'>Armoured</A> , "
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@@ -74,11 +74,13 @@ var/savefile/Banlistjob
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Warden")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Detective")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Security Officer")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Cyborg")
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return 1
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if(rank == "Engineering")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Station Engineer")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Atmospheric Technician")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Engineer")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Cyborg")
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return 1
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if(rank == "Research")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Scientist")
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@@ -91,6 +93,7 @@ var/savefile/Banlistjob
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Medical Doctor")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chief Medical Officer")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Chemist")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Cyborg")
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return 1
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if(rank == "CE_Station_Engineer")
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AddBanjob(ckey, computerid, reason, bannedby, temp, minutes, "Station Engineer")
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@@ -865,7 +865,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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for(var/area/A in world)
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A.gravitychange(1,A)
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command_alert("CentComm is now beaming gravitons to your station. We appoligize for any inconvience.")
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command_alert("CentComm is now beaming gravitons to your station. We apologize for any inconvience.")
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//feedback_add_details("admin_verb","TSGON") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/toggle_gravity_off()
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@@ -881,7 +881,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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for(var/area/A in world)
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A.gravitychange(0,A)
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command_alert("For budget reasons, Centcomm is no longer beaming gravitons to your station. We appoligize for any inconvience.")
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command_alert("For budget reasons, Centcomm is no longer beaming gravitons to your station. We apologize for any inconvience.")
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//feedback_add_details("admin_verb","TSGOFF") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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@@ -96,7 +96,7 @@ var/global/sent_strike_team = 0
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if (L.name == "Commando_Manual")
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//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
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var/obj/item/weapon/paper/P = new(L.loc)
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P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
|
||||
P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a NanoTrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing NanoTrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class NanoTrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
|
||||
P.name = "Spec. Ops. Manual"
|
||||
|
||||
for (var/obj/effect/landmark/L in world)
|
||||
|
||||
@@ -96,7 +96,7 @@ var/global/sent_syndicate_strike_team = 0
|
||||
// if (L.name == "Commando_Manual")
|
||||
//new /obj/item/weapon/gun/energy/pulse_rifle(L.loc)
|
||||
// var/obj/item/weapon/paper/P = new(L.loc)
|
||||
// P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a Nanotrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing Nanotrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class Nanotrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
|
||||
// P.info = "<p><b>Good morning soldier!</b>. This compact guide will familiarize you with standard operating procedure. There are three basic rules to follow:<br>#1 Work as a team.<br>#2 Accomplish your objective at all costs.<br>#3 Leave no witnesses.<br>You are fully equipped and stocked for your mission--before departing on the Spec. Ops. Shuttle due South, make sure that all operatives are ready. Actual mission objective will be relayed to you by Central Command through your headsets.<br>If deemed appropriate, Central Command will also allow members of your team to equip assault power-armor for the mission. You will find the armor storage due West of your position. Once you are ready to leave, utilize the Special Operations shuttle console and toggle the hull doors via the other console.</p><p>In the event that the team does not accomplish their assigned objective in a timely manner, or finds no other way to do so, attached below are instructions on how to operate a NanoTrasen Nuclear Device. Your operations <b>LEADER</b> is provided with a nuclear authentication disk and a pin-pointer for this reason. You may easily recognize them by their rank: Lieutenant, Captain, or Major. The nuclear device itself will be present somewhere on your destination.</p><p>Hello and thank you for choosing NanoTrasen for your nuclear information needs. Today's crash course will deal with the operation of a Fission Class NanoTrasen made Nuclear Device.<br>First and foremost, <b>DO NOT TOUCH ANYTHING UNTIL THE BOMB IS IN PLACE.</b> Pressing any button on the compacted bomb will cause it to extend and bolt itself into place. If this is done to unbolt it one must completely log in which at this time may not be possible.<br>To make the device functional:<br>#1 Place bomb in designated detonation zone<br> #2 Extend and anchor bomb (attack with hand).<br>#3 Insert Nuclear Auth. Disk into slot.<br>#4 Type numeric code into keypad ([nuke_code]).<br>Note: If you make a mistake press R to reset the device.<br>#5 Press the E button to log onto the device.<br>You now have activated the device. To deactivate the buttons at anytime, for example when you have already prepped the bomb for detonation, remove the authentication disk OR press the R on the keypad. Now the bomb CAN ONLY be detonated using the timer. A manual detonation is not an option.<br>Note: Toggle off the <b>SAFETY</b>.<br>Use the - - and + + to set a detonation time between 5 seconds and 10 minutes. Then press the timer toggle button to start the countdown. Now remove the authentication disk so that the buttons deactivate.<br>Note: <b>THE BOMB IS STILL SET AND WILL DETONATE</b><br>Now before you remove the disk if you need to move the bomb you can: Toggle off the anchor, move it, and re-anchor.</p><p>The nuclear authorization code is: <b>[nuke_code ? nuke_code : "None provided"]</b></p><p><b>Good luck, soldier!</b></p>"
|
||||
// P.name = "Spec. Ops. Manual"
|
||||
|
||||
for (var/obj/effect/landmark/L in world)
|
||||
|
||||
@@ -253,19 +253,17 @@
|
||||
dat += "<TITLE>Condimaster 3000</TITLE>Condiment infos:<BR><BR>Name:<BR>[href_list["name"]]<BR><BR>Description:<BR>[href_list["desc"]]<BR><BR><BR><A href='?src=\ref[src];main=1'>(Back)</A>"
|
||||
usr << browse(dat, "window=chem_master;size=575x400")
|
||||
return
|
||||
|
||||
else if (href_list["add1"])
|
||||
R.remove_reagent(href_list["add1"], 1) //Remove/add used instead of trans_to since we're moving a specific reagent.
|
||||
reagents.add_reagent(href_list["add1"], 1)
|
||||
R.trans_id_to(src, href_list["add1"], 1)
|
||||
else if (href_list["add5"])
|
||||
R.remove_reagent(href_list["add5"], 5)
|
||||
reagents.add_reagent(href_list["add5"], 5)
|
||||
R.trans_id_to(src, href_list["add5"], 5)
|
||||
else if (href_list["add10"])
|
||||
R.remove_reagent(href_list["add10"], 10)
|
||||
reagents.add_reagent(href_list["add10"], 10)
|
||||
R.trans_id_to(src, href_list["add10"], 10)
|
||||
else if (href_list["addall"])
|
||||
var/temp_amt = R.get_reagent_amount(href_list["addall"])
|
||||
reagents.add_reagent(href_list["addall"], temp_amt)
|
||||
R.del_reagent(href_list["addall"])
|
||||
R.trans_id_to(src, href_list["addall"], temp_amt)
|
||||
|
||||
else if (href_list["remove1"])
|
||||
reagents.remove_reagent(href_list["remove1"], 1)
|
||||
if(mode) R.add_reagent(href_list["remove1"], 1)
|
||||
@@ -280,6 +278,7 @@
|
||||
var/temp_amt = reagents.get_reagent_amount(href_list["removeall"])
|
||||
R.add_reagent(href_list["removeall"], temp_amt)
|
||||
reagents.del_reagent(href_list["removeall"])
|
||||
|
||||
else if (href_list["toggle"])
|
||||
if(mode)
|
||||
mode = 0
|
||||
|
||||
@@ -3274,7 +3274,7 @@ datum
|
||||
acid_spit
|
||||
name = "Acid Spit"
|
||||
id = "acidspit"
|
||||
description = "A drink by Nanotrasen. Made from live aliens."
|
||||
description = "A drink by NanoTrasen. Made from live aliens."
|
||||
reagent_state = LIQUID
|
||||
color = "#365000" // rgb: 54, 80, 0
|
||||
|
||||
|
||||
@@ -3541,7 +3541,7 @@
|
||||
if("atomicbomb")
|
||||
icon_state = "atomicbombglass"
|
||||
name = "Atomic Bomb"
|
||||
desc = "Nanotrasen cannot take legal responsibility for your actions after imbibing."
|
||||
desc = "NanoTrasen cannot take legal responsibility for your actions after imbibing."
|
||||
if("longislandicedtea")
|
||||
icon_state = "longislandicedteaglass"
|
||||
name = "Long Island Iced Tea"
|
||||
@@ -3709,7 +3709,7 @@
|
||||
if("acidspit")
|
||||
icon_state = "acidspitglass"
|
||||
name = "Acid Spit"
|
||||
desc = "A drink from Nanotrasen. Made from live aliens."
|
||||
desc = "A drink from NanoTrasen. Made from live aliens."
|
||||
if("amasec")
|
||||
icon_state = "amasecglass"
|
||||
name = "Amasec"
|
||||
|
||||
@@ -74,7 +74,7 @@
|
||||
|
||||
/obj/item/clothing/under/color/orange
|
||||
name = "orange jumpsuit"
|
||||
desc = "It's standardised Nanotrasen prisoner wear. Its suit sensors are stuck in the \"Fully On\" position."
|
||||
desc = "It's standardised NanoTrasen prisoner wear. Its suit sensors are stuck in the \"Fully On\" position."
|
||||
icon_state = "orange"
|
||||
item_state = "o_suit"
|
||||
color = "orange"
|
||||
|
||||
@@ -156,7 +156,7 @@
|
||||
|
||||
/obj/item/clothing/shoes/jackboots
|
||||
name = "jackboots"
|
||||
desc = "Nanotrasen issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
|
||||
desc = "NanoTrasen issue Security combat boots for combat scenarios or combat situations. All combat, all the time."
|
||||
icon_state = "jackboots"
|
||||
item_state = "jackboots"
|
||||
color = "hosred"
|
||||
|
||||
@@ -2,8 +2,8 @@
|
||||
name = "captain's helmet"
|
||||
icon_state = "capspace"
|
||||
item_state = "capspacehelmet"
|
||||
desc = "A special helmet for the most fashionable of military figureheads."
|
||||
flags = FPRINT | TABLEPASS | HEADCOVERSEYES | BLOCKHAIR
|
||||
desc = "A special helmet designed for work in a hazardous, low-pressure environment."
|
||||
flags = FPRINT | TABLEPASS | HEADSPACE | HEADCOVERSEYES | BLOCKHAIR
|
||||
see_face = 0.0
|
||||
permeability_coefficient = 0.01
|
||||
armor = list(melee = 65, bullet = 50, laser = 50,energy = 25, bomb = 50, bio = 100, rad = 50)
|
||||
@@ -11,7 +11,7 @@
|
||||
|
||||
/obj/item/clothing/suit/armor/captain
|
||||
name = "captain's armor"
|
||||
desc = "A bulky, heavy-duty piece of exclusive Nanotrasen armor. YOU are in charge!"
|
||||
desc = "A bulky, heavy-duty piece of exclusive NanoTrasen armor."
|
||||
icon_state = "caparmor"
|
||||
item_state = "capspacesuit"
|
||||
w_class = 4
|
||||
@@ -19,7 +19,7 @@
|
||||
permeability_coefficient = 0.02
|
||||
heat_transfer_coefficient = 0.02
|
||||
protective_temperature = 1000
|
||||
flags = FPRINT | TABLEPASS
|
||||
flags = FPRINT | TABLEPASS | SUITSPACE
|
||||
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS
|
||||
allowed = list(/obj/item/weapon/tank/emergency_oxygen, /obj/item/device/flashlight,/obj/item/weapon/gun/energy, /obj/item/weapon/gun/projectile, /obj/item/ammo_magazine, /obj/item/ammo_casing, /obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs)
|
||||
slowdown = 1.5
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:05
|
||||
|
||||
//todo: merge this with simple_animal?
|
||||
|
||||
/obj/effect/critter
|
||||
name = "Critter"
|
||||
desc = "Generic critter."
|
||||
|
||||
@@ -73,7 +73,7 @@ Contains the procs that control attacking critters
|
||||
|
||||
Die()
|
||||
if (!src.alive) return
|
||||
src.icon_state += "-dead"
|
||||
src.icon_state += "_dead"
|
||||
src.alive = 0
|
||||
src.anchored = 0
|
||||
src.density = 0
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
|
||||
/obj/effect/critter/creature
|
||||
name = "creature"
|
||||
desc = "A sanity-destroying otherthing."
|
||||
@@ -22,25 +23,6 @@
|
||||
attacktext = "chomps"
|
||||
attack_sound = 'bite.ogg'
|
||||
|
||||
|
||||
/obj/effect/critter/roach
|
||||
name = "cockroach"
|
||||
desc = "An unpleasant insect that lives in filthy places."
|
||||
icon_state = "roach"
|
||||
health = 5
|
||||
max_health = 5
|
||||
aggressive = 0
|
||||
defensive = 1
|
||||
wanderer = 1
|
||||
atkcarbon = 1
|
||||
atksilicon = 0
|
||||
attacktext = "bites"
|
||||
|
||||
Die()
|
||||
..()
|
||||
del(src)
|
||||
|
||||
|
||||
/obj/effect/critter/killertomato
|
||||
name = "killer tomato"
|
||||
desc = "Oh shit, you're really fucked now."
|
||||
@@ -55,7 +37,6 @@
|
||||
firevuln = 2
|
||||
brutevuln = 2
|
||||
|
||||
|
||||
Harvest(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if(..())
|
||||
var/success = 0
|
||||
@@ -73,12 +54,11 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/effect/critter/spore
|
||||
name = "plasma spore"
|
||||
desc = "A barely intelligent colony of organisms. Very volatile."
|
||||
icon_state = "spore"
|
||||
icon = 'otherthing.dmi'
|
||||
icon_state = "otherthing"
|
||||
density = 1
|
||||
health = 1
|
||||
max_health = 1
|
||||
@@ -90,7 +70,6 @@
|
||||
firevuln = 2
|
||||
brutevuln = 2
|
||||
|
||||
|
||||
Die()
|
||||
src.visible_message("<b>[src]</b> ruptures and explodes!")
|
||||
src.alive = 0
|
||||
@@ -100,11 +79,9 @@
|
||||
explosion(T, -1, -1, 2, 3)
|
||||
del src
|
||||
|
||||
|
||||
ex_act(severity)
|
||||
src.Die()
|
||||
|
||||
|
||||
/obj/effect/critter/blob
|
||||
name = "blob"
|
||||
desc = "Some blob thing."
|
||||
@@ -129,78 +106,10 @@
|
||||
..()
|
||||
del(src)
|
||||
|
||||
|
||||
|
||||
/obj/effect/critter/spesscarp
|
||||
name = "Spess Carp"
|
||||
desc = "A ferocious, fang-bearing creature that resembles a fish."
|
||||
icon_state = "spesscarp"
|
||||
health = 100
|
||||
max_health = 100
|
||||
aggressive = 1
|
||||
aggression = 20
|
||||
defensive = 1
|
||||
wanderer = 1
|
||||
atkcarbon = 1
|
||||
atksilicon = 1
|
||||
atkcritter = 1
|
||||
atkmech = 1
|
||||
firevuln = 2
|
||||
brutevuln = 1
|
||||
melee_damage_lower = 5
|
||||
melee_damage_upper = 15
|
||||
angertext = "lunges"
|
||||
attacktext = "bites"
|
||||
attack_sound = 'bite.ogg'
|
||||
attack_speed = 10
|
||||
speed = 8
|
||||
chasespeed = 8
|
||||
var/stunchance = 10 // chance to tackle things down
|
||||
|
||||
|
||||
Harvest(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if(..())
|
||||
var/success = 0
|
||||
if(istype(W, /obj/item/weapon/butch))
|
||||
new/obj/item/weapon/reagent_containers/food/snacks/carpmeat(src.loc)
|
||||
new/obj/item/weapon/reagent_containers/food/snacks/carpmeat(src.loc)
|
||||
success = 1
|
||||
if(istype(W, /obj/item/weapon/kitchenknife))
|
||||
new/obj/item/weapon/reagent_containers/food/snacks/carpmeat(src.loc)
|
||||
success = 1
|
||||
if(success)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red [user.name] cuts apart the [src.name]!", 1)
|
||||
del(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
AfterAttack(var/mob/living/target)
|
||||
if(prob(stunchance))
|
||||
if(target.weakened <= 0)
|
||||
target.Weaken(rand(10, 15))
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[src]</B> knocks down [target]!", 1)
|
||||
playsound(loc, 'pierce.ogg', 25, 1, -1)
|
||||
|
||||
|
||||
|
||||
/obj/effect/critter/spesscarp/elite
|
||||
desc = "Oh shit, you're really fucked now. It has an evil gleam in its eye."
|
||||
health = 200
|
||||
max_health = 200
|
||||
melee_damage_lower = 20
|
||||
melee_damage_upper = 35
|
||||
stunchance = 15
|
||||
attack_speed = 7
|
||||
// opensdoors = 1 would give all access dono if want
|
||||
|
||||
|
||||
|
||||
/obj/effect/critter/walkingmushroom
|
||||
name = "Walking Mushroom"
|
||||
desc = "A...huge...mushroom...with legs!?"
|
||||
icon_state = "walkingmushroom"
|
||||
icon_state = "mushroom"
|
||||
health = 15
|
||||
max_health = 15
|
||||
aggressive = 0
|
||||
@@ -212,7 +121,6 @@
|
||||
brutevuln = 1
|
||||
wanderspeed = 1
|
||||
|
||||
|
||||
Harvest(var/obj/item/weapon/W, var/mob/living/user)
|
||||
if(..())
|
||||
var/success = 0
|
||||
@@ -230,8 +138,6 @@
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
/obj/effect/critter/lizard
|
||||
name = "Lizard"
|
||||
desc = "A cute tiny lizard."
|
||||
@@ -246,7 +152,32 @@
|
||||
atksilicon = 1
|
||||
attacktext = "bites"
|
||||
|
||||
/obj/effect/critter/roach
|
||||
name = "cockroach"
|
||||
desc = "An unpleasant insect that lives in filthy places."
|
||||
icon_state = "roach"
|
||||
health = 5
|
||||
max_health = 5
|
||||
aggressive = 0
|
||||
defensive = 1
|
||||
wanderer = 1
|
||||
atkcarbon = 1
|
||||
atksilicon = 0
|
||||
attacktext = "bites"
|
||||
layer = 2.5 //so they can hide under objects
|
||||
|
||||
Bump(var/mob/M)
|
||||
if(ishuman(M))
|
||||
Die()
|
||||
|
||||
Die()
|
||||
..()
|
||||
var/obj/effect/decal/cleanable/mucus/M = new (src.loc)
|
||||
M.icon_state = "xfloor[rand(1,7)]"
|
||||
del(src)
|
||||
|
||||
/proc/isroach(var/obj/O)
|
||||
return istype(O,/obj/effect/critter/roach)
|
||||
|
||||
// We can maybe make these controllable via some console or something
|
||||
/obj/effect/critter/manhack
|
||||
|
||||
@@ -17,12 +17,15 @@
|
||||
|
||||
/obj/item/fluff/sarah_calvera_1 //fniff: Sarah Calvera
|
||||
name = "old photo"
|
||||
desc = "Looks like it was made on a really old, cheap camera. Low quality. The camera shows a young hispanic looking girl with red hair wearing a white dress is standing in front of an old looking wall. On the back there is a note in black marker that reads \"Sara, Siempre pensé que eras tan linda con ese vestido. Tu hermano, Carlos.\""
|
||||
desc = "Looks like it was made on a really old, cheap camera. Low quality. The camera shows a young hispanic looking girl with red hair wearing a white dress is standing in front of\
|
||||
an old looking wall. On the back there is a note in black marker that reads \"Sara, Siempre pensé que eras tan linda con ese vestido. Tu hermano, Carlos.\""
|
||||
icon_state = "sarah_calvera_1"
|
||||
|
||||
/obj/item/fluff/angelo_wilkerson_1 //fniff: Angleo Wilkerson
|
||||
name = "fancy watch"
|
||||
desc = "An old and expensive pocket watch. Engraved on the bottom is \"Odium est Source De Dolor\". On the back, there is an engraving that does not match the bottom and looks more recent. \"Angelo, If you find this, you shall never see me again. Please, for your sake, go anywhere and do anything but stay. I'm proud of you and I will always love you. Your father, Jacob Wilkerson.\" Jacob Wilkerson... Wasn't he that serial killer?"
|
||||
desc = "An old and expensive pocket watch. Engraved on the bottom is \"Odium est Source De Dolor\". On the back, there is an engraving that does not match the bottom and looks more recent.\
|
||||
\"Angelo, If you find this, you shall never see me again. Please, for your sake, go anywhere and do anything but stay. I'm proud of you and I will always love you. Your father, Jacob Wilkerson.\"\
|
||||
Jacob Wilkerson... Wasn't he that serial killer?"
|
||||
icon_state = "angelo_wilkerson_1"
|
||||
|
||||
/obj/item/fluff/sarah_carbrokes_1 //gvazdas: Sarah Carbrokes
|
||||
@@ -112,6 +115,14 @@
|
||||
icon_on = "blackzippoon"
|
||||
icon_off = "blackzippo"
|
||||
|
||||
/obj/item/weapon/lighter/zippo/fluff/sniperyeti_1 //sniperyeti: Patrick Harris/Susan Harris
|
||||
name = "red black zippo"
|
||||
desc = "A shiny red zippo lighter that looks like it's in perfect condition."
|
||||
icon = 'custom_items.dmi'
|
||||
icon_state = "redzippo"
|
||||
icon_on = "redzippoon"
|
||||
icon_off = "redzippo"
|
||||
|
||||
/obj/item/weapon/fluff/cado_keppel_1 //sparklysheep: Cado Keppel
|
||||
name = "purple comb"
|
||||
desc = "A pristine purple comb made from flexible plastic. It has a small K etched into its side."
|
||||
@@ -180,6 +191,67 @@
|
||||
body_parts_covered = null
|
||||
flags = FPRINT|TABLEPASS
|
||||
|
||||
//Strange penlight, Nerezza: Asher Spock
|
||||
|
||||
/obj/item/weapon/reagent_containers/hypospray/fluff/asher_spock_1
|
||||
name = "strange penlight"
|
||||
desc = "Besides the coloring, this penlight looks rather normal and innocent. However, you get a nagging feeling whenever you see it..."
|
||||
icon = 'custom_items.dmi'
|
||||
icon_state = "asher_spock_1"
|
||||
amount_per_transfer_from_this = 5
|
||||
volume = 15
|
||||
|
||||
/obj/item/weapon/reagent_containers/hypospray/fluff/asher_spock_1/New()
|
||||
..()
|
||||
reagents.remove_reagent("tricordrazine", 30)
|
||||
reagents.add_reagent("oxycodone", 15)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/reagent_containers/hypospray/fluff/asher_spock_1/attack_self(mob/user as mob)
|
||||
user << "\blue You click \the [src] but get no reaction. Must be dead."
|
||||
|
||||
/obj/item/weapon/reagent_containers/hypospray/fluff/asher_spock_1/attack(mob/M as mob, mob/user as mob)
|
||||
if (user.ckey != "nerezza") //Because this can end up in the wrong hands, let's make it useless for them!
|
||||
user << "\blue You click \the [src] but get no reaction. Must be dead."
|
||||
return
|
||||
if(!reagents.total_volume)
|
||||
user << "\red \The [src] is empty."
|
||||
return
|
||||
if (!( istype(M, /mob) ))
|
||||
return
|
||||
if (reagents.total_volume)
|
||||
if (M == user && user.ckey == "nerezza") //Make sure this is being used by the right person, for the right reason (self injection)
|
||||
visible_message("\blue [user] presses [user.get_visible_gender() == MALE ? "his" : user.get_visible_gender() == FEMALE ? "her" : "their"] \
|
||||
penlight against [user.get_visible_gender() == MALE ? "his" : user.get_visible_gender() == FEMALE ? "her" : "their"] skin, quickly clicking the button once.", \
|
||||
"\blue You press the disguised autoinjector against your skin and click the button. There's a sharp pain at the injection site that rapidly fades.", \
|
||||
"You hear a rustle as someone moves nearby, then a sharp click.")
|
||||
if (M != user && user.ckey == "nerezza") //Woah now, you better be careful partner
|
||||
user << "\blue You don't want to contaminate the autoinjector."
|
||||
return
|
||||
src.reagents.reaction(M, INGEST)
|
||||
if(M.reagents)
|
||||
var/trans = reagents.trans_to(M, amount_per_transfer_from_this)
|
||||
user << "\blue [trans] units injected. [reagents.total_volume] units remaining in \the [src]."
|
||||
return
|
||||
|
||||
/obj/item/weapon/reagent_containers/hypospray/fluff/asher_spock_1/examine(mob/user as mob)
|
||||
..()
|
||||
if(user.ckey != "nerezza") return //Only the owner knows how to examine the contents.
|
||||
if(reagents && reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in reagents.reagent_list)
|
||||
usr << "\blue You examine the penlight closely and see that it has [R.volume] units of [R.name] stored."
|
||||
else
|
||||
usr << "\blue You examine the penlight closely and see that it is currently empty."
|
||||
|
||||
//End strange penlight
|
||||
|
||||
/obj/item/weapon/card/id/fluff/asher_spock_2 //Nerezza: Asher Spock
|
||||
name = "Odysses Specialist ID card"
|
||||
desc = "A special identification card with a red cross signifying an emergency physician has specialised in Odysseus operations and maintenance.\nIt grants the owner recharge bay access."
|
||||
icon = 'custom_items.dmi'
|
||||
icon_state = "odysseus_spec_id"
|
||||
|
||||
//////////////////////////////////
|
||||
//////////// Clothing ////////////
|
||||
//////////////////////////////////
|
||||
@@ -237,6 +309,12 @@
|
||||
icon = 'custom_items.dmi'
|
||||
icon_state = "yuki_matsuda_1"
|
||||
|
||||
/obj/item/clothing/head/helmet/welding/fluff/norah_briggs_1 //bountylord13: Norah Briggs
|
||||
name = "blue flame decal welding helmet"
|
||||
desc = "A welding helmet with blue flame decals on it."
|
||||
icon = 'custom_items.dmi'
|
||||
icon_state = "norah_briggs_1"
|
||||
|
||||
/obj/item/clothing/head/helmet/greenbandana/fluff/taryn_kifer_1 //themij: Taryn Kifer
|
||||
name = "orange bandana"
|
||||
desc = "Hey, I think we're missing a hazard vest..."
|
||||
@@ -280,6 +358,13 @@
|
||||
icon = 'custom_items.dmi'
|
||||
icon_state = "labcoat_burnt_open"
|
||||
|
||||
/obj/item/clothing/suit/armor/vest/fluff/deus_blueshield //deusdactyl
|
||||
name = "blue shield security armor"
|
||||
desc = "An armored vest with the badge of a Blue Shield Security lieutenant."
|
||||
icon = 'custom_items.dmi'
|
||||
icon_state = "deus_blueshield"
|
||||
item_state = "deus_blueshield"
|
||||
|
||||
//////////// Uniforms ////////////
|
||||
|
||||
/obj/item/clothing/under/fluff/jumpsuitdown //searif: Yuki Matsuda
|
||||
@@ -305,6 +390,14 @@
|
||||
icon_state = "jeremy_wolf_1"
|
||||
color = "jeremy_wolf_1"
|
||||
|
||||
/obj/item/clothing/under/fluff/tian_dress //phaux: Tian Yinhu
|
||||
name = "purple dress"
|
||||
desc = "A nicely tailored purple dress made for the taller woman."
|
||||
icon = 'custom_items.dmi'
|
||||
icon_state = "tian_dress"
|
||||
item_state = "tian_dress"
|
||||
color = "tian_dress"
|
||||
|
||||
//////////// Masks ////////////
|
||||
|
||||
/obj/item/clothing/mask/fluff/flagmask //searif: Tsiokeriio Tarbell
|
||||
|
||||
@@ -25,26 +25,40 @@
|
||||
P = trim(P)
|
||||
var/path = text2path(P)
|
||||
var/obj/item/Item = new path()
|
||||
|
||||
if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back first
|
||||
Item.loc = M.back
|
||||
ok = 1
|
||||
else if(istype(Item,/obj/item/weapon/card/id)) //player wants a custom ID card - only lifetime cards for now
|
||||
if(istype(Item,/obj/item/weapon/card/id))
|
||||
//id card needs to replace the original ID
|
||||
if(M.ckey == "nerezza" && M.real_name == "Asher Spock" && M.mind.role_alt_title && M.mind.role_alt_title != "Emergency Physician")
|
||||
//only spawn ID if asher is joining as an emergency physician
|
||||
ok = 1
|
||||
del(Item)
|
||||
goto skip
|
||||
var/obj/item/weapon/card/id/I = Item
|
||||
for(var/obj/item/weapon/card/id/C in M)
|
||||
//default settings
|
||||
I.name = "[M.real_name]'s ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
|
||||
I.registered_name = M.real_name
|
||||
I.name = "[M.real_name]'s Lifetime ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
|
||||
I.access = C.access
|
||||
I.assignment = C.assignment
|
||||
I.over_jumpsuit = C.over_jumpsuit
|
||||
I.blood_type = C.blood_type
|
||||
I.dna_hash = C.dna_hash
|
||||
I.fingerprint_hash = C.fingerprint_hash
|
||||
//
|
||||
I.loc = C.loc
|
||||
ok = 1
|
||||
|
||||
//custom stuff
|
||||
if(M.ckey == "fastler" && M.real_name == "Fastler Greay") //This is a Lifetime ID
|
||||
I.name = "[M.real_name]'s Lifetime ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
|
||||
else if(M.ckey == "nerezza" && M.real_name == "Asher Spock") //This is an Odysseus Specialist ID
|
||||
I.name = "[M.real_name]'s Odysseus Specialist ID Card ([M.mind.role_alt_title ? M.mind.role_alt_title : M.mind.assigned_role])"
|
||||
I.access += list(ACCESS_ROBOTICS) //Station-based mecha pilots need this to access the recharge bay.
|
||||
|
||||
//replace old ID
|
||||
del(C)
|
||||
ok = M.equip_if_possible(I, M.slot_wear_id, 0) //if 1, last argument deletes on fail
|
||||
break
|
||||
else if(istype(M.back,/obj/item/weapon/storage) && M.back:contents.len < M.back:storage_slots) // Try to place it in something on the mob's back
|
||||
Item.loc = M.back
|
||||
ok = 1
|
||||
|
||||
else
|
||||
for(var/obj/item/weapon/storage/S in M.contents) // Try to place it in any item that can store stuff, on the mob.
|
||||
if (S:len < S:storage_slots)
|
||||
@@ -52,5 +66,6 @@
|
||||
ok = 1
|
||||
break
|
||||
|
||||
skip:
|
||||
if (ok == 0) // Finally, since everything else failed, place it on the ground
|
||||
Item.loc = get_turf(M.loc)
|
||||
@@ -5,7 +5,7 @@ mob/living/carbon/proc/dream()
|
||||
"voices from all around","deep space","a doctor","the engine","a traitor","an ally","darkness",
|
||||
"light","a scientist","a monkey","a catastrophe","a loved one","a gun","warmth","freezing","the sun",
|
||||
"a hat","the Luna","a ruined station","a planet","plasma","air","the medical bay","the bridge","blinking lights",
|
||||
"a blue light","an abandoned laboratory","Nanotrasen","The Syndicate","blood","healing","power","respect",
|
||||
"a blue light","an abandoned laboratory","NanoTrasen","The Syndicate","blood","healing","power","respect",
|
||||
"riches","space","a crash","happiness","pride","a fall","water","flames","ice","melons","flying"
|
||||
)
|
||||
spawn(0)
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
see_invisible = 15
|
||||
see_in_dark = 100
|
||||
verbs += /mob/dead/observer/proc/dead_tele
|
||||
verbs += /mob/dead/observer/proc/become_mouse
|
||||
taj_talk_understand = 1
|
||||
|
||||
if(body)
|
||||
@@ -17,10 +18,17 @@
|
||||
if(!body.original_name)
|
||||
body.original_name = real_name
|
||||
original_name = body.original_name
|
||||
name = body.original_name
|
||||
//name = body.original_name //original
|
||||
name = body.name
|
||||
real_name = body.real_name
|
||||
|
||||
if(!name)
|
||||
name = capitalize(pick(first_names_male) + " " + capitalize(pick(last_names)))
|
||||
real_name = name
|
||||
|
||||
if( original_name != real_name )
|
||||
name = name + " (died as [src.real_name])"
|
||||
|
||||
if(!safety)
|
||||
corpse = body
|
||||
verbs += /mob/dead/observer/proc/reenter_corpse
|
||||
@@ -76,6 +84,9 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
verbs -= /mob/proc/ghost
|
||||
if (ghost.client)
|
||||
ghost.client.eye = ghost
|
||||
/*if(issimpleanimal(src))
|
||||
ghost.name = src.name + " ([src.real_name])"
|
||||
ghost.voice_name = src.name + " ([src.real_name])"*/
|
||||
return
|
||||
|
||||
/mob/proc/adminghostize()
|
||||
@@ -153,6 +164,49 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
|
||||
verbs += /mob/proc/ghost
|
||||
del(src)
|
||||
|
||||
/mob/dead/observer/proc/become_mouse()
|
||||
set category = "Ghost"
|
||||
set name = "Become mouse"
|
||||
|
||||
//locate an empty mouse
|
||||
var/list/eligible_targets = new()
|
||||
for(var/mob/living/simple_animal/mouse/M in world)
|
||||
if(!M.ckey && !M.stat)
|
||||
eligible_targets.Add(M)
|
||||
|
||||
var/mob/living/simple_animal/mouse/target_mouse
|
||||
if(ticker.spawn_vermin)
|
||||
if(eligible_targets.len)
|
||||
//grab a random existing one
|
||||
target_mouse = pick(eligible_targets)
|
||||
else
|
||||
//make a new mouse
|
||||
target_mouse = new(pick(ticker.vermin_spawn_turfs))
|
||||
|
||||
if(target_mouse)
|
||||
//move player into mouse
|
||||
//the mouse ai will deactivate itself
|
||||
client.mob = target_mouse
|
||||
target_mouse.original_name = src.original_name
|
||||
|
||||
//reset admin verbs
|
||||
if(client && client.holder && client.holder.state == 2)
|
||||
var/rank = client.holder.rank
|
||||
client.clear_admin_verbs()
|
||||
client.holder.state = 1
|
||||
client.update_admins(rank)
|
||||
|
||||
//update allowed verbs
|
||||
target_mouse.verbs += /mob/proc/ghost
|
||||
target_mouse.verbs -= /mob/verb/observe
|
||||
target_mouse.verbs -= /client/verb/toggle_ghost_ears
|
||||
target_mouse.verbs -= /client/verb/toggle_ghost_sight
|
||||
|
||||
del(src)
|
||||
|
||||
else
|
||||
client << "\red Unable to become a mouse!"
|
||||
|
||||
/mob/dead/observer/proc/dead_tele()
|
||||
set category = "Ghost"
|
||||
set name = "Teleport"
|
||||
|
||||
@@ -819,6 +819,8 @@ Radar-related things
|
||||
client.screen += closedradar
|
||||
|
||||
/mob/living/carbon/human/proc/start_radar()
|
||||
// this proc lags like hell, why is it even in
|
||||
return
|
||||
|
||||
for(var/obj/screen/x in client.screen)
|
||||
if(x.name == "radar closed" && x.icon == 'radar.dmi')
|
||||
|
||||
@@ -220,9 +220,10 @@
|
||||
|
||||
//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
|
||||
if((tmob.a_intent == "help" || tmob.restrained()) && (a_intent == "help" || src.restrained()) && tmob.canmove && canmove) // mutual brohugs all around!
|
||||
var/turf/oldloc = loc
|
||||
loc = tmob.loc
|
||||
tmob.loc = oldloc
|
||||
if(tmob.swap_on_mobbump)
|
||||
var/turf/oldloc = loc
|
||||
loc = tmob.loc
|
||||
tmob.loc = oldloc
|
||||
now_pushing = 0
|
||||
for(var/mob/living/carbon/metroid/Metroid in view(1,tmob))
|
||||
if(Metroid.Victim == tmob)
|
||||
@@ -969,7 +970,7 @@
|
||||
// Gloves
|
||||
var/datum/organ/external/lo = organs["l_hand"]
|
||||
var/datum/organ/external/ro = organs["r_hand"]
|
||||
if (!(lo.status & ORGAN_DESTROYED && ro.status & ORGAN_DESTROYED))
|
||||
if (lo && ro && !(lo.status & ORGAN_DESTROYED && ro.status & ORGAN_DESTROYED))
|
||||
if (gloves)
|
||||
var/t1 = gloves.item_state
|
||||
if (!t1)
|
||||
@@ -1419,7 +1420,7 @@
|
||||
lying_icon.Blend(new /icon('human.dmi', "chest_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
var/datum/organ/external/head = organs["head"]
|
||||
if(!(head.status & ORGAN_DESTROYED))
|
||||
if(head && !(head.status & ORGAN_DESTROYED))
|
||||
stand_icon.Blend(new /icon('human.dmi', "head_[g]_s"), ICON_OVERLAY)
|
||||
lying_icon.Blend(new /icon('human.dmi', "head_[g]_l"), ICON_OVERLAY)
|
||||
|
||||
|
||||
@@ -360,7 +360,7 @@
|
||||
emote("gasp")
|
||||
updatehealth()
|
||||
|
||||
if(damage)
|
||||
if(damage && organs.len)
|
||||
var/V = pick(organs)
|
||||
var/datum/organ/external/O = organs[V]
|
||||
if(istype(O)) O.add_wound("Radiation Poisoning", damage)
|
||||
@@ -565,6 +565,8 @@
|
||||
var/ratio = breath.toxins/safe_toxins_max
|
||||
adjustToxLoss(min(ratio, 10)) //Limit amount of damage toxin exposure can do per second
|
||||
toxins_alert = max(toxins_alert, 1)
|
||||
if(vsc.plc.PLASMA_HALLUCINATION && prob(20))
|
||||
hallucination += 20
|
||||
else
|
||||
toxins_alert = 0
|
||||
|
||||
@@ -578,12 +580,15 @@
|
||||
else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
|
||||
if(prob(20) && isbreathing)
|
||||
spawn(0) emote(pick("giggle", "laugh"))
|
||||
if(vsc.plc.N2O_HALLUCINATION && prob(10) && isbreathing)
|
||||
hallucination += 30
|
||||
SA.moles = 0 //Hack to stop the damned surgeon from giggling.
|
||||
|
||||
|
||||
if(breath.temperature > (T0C+66) && !(COLD_RESISTANCE in mutations)) // Hot air hurts :(
|
||||
if(prob(20))
|
||||
src << "\red You feel a searing heat in your lungs!"
|
||||
take_overall_damage(0,2) //burn them a bit.
|
||||
fire_alert = max(fire_alert, 1)
|
||||
else
|
||||
fire_alert = 0
|
||||
@@ -602,8 +607,6 @@
|
||||
if(istype(loc, /turf/space))
|
||||
environment_heat_capacity = loc:heat_capacity
|
||||
loc_temp = 2.7
|
||||
else if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
|
||||
loc_temp = loc:air_contents.temperature
|
||||
else
|
||||
loc_temp = environment.temperature
|
||||
|
||||
@@ -691,7 +694,7 @@
|
||||
|
||||
|
||||
var/pressure = environment.return_pressure()
|
||||
if(!istype(wear_suit, /obj/item/clothing/suit/space) && !istype(wear_suit, /obj/item/clothing/suit/fire))
|
||||
if(!istype(wear_suit, /obj/item/clothing/suit/space) && !istype(wear_suit, /obj/item/clothing/suit/fire) && !istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
|
||||
/*if(pressure < 20)
|
||||
if(prob(25))
|
||||
src << "You feel the splittle on your lips and the fluid on your eyes boiling away, the capillteries in your skin breaking."
|
||||
@@ -819,6 +822,9 @@
|
||||
handle_chemicals_in_body()
|
||||
if(reagents && stat != 2) reagents.metabolize(src)
|
||||
if(vessel && stat != 2) vessel.metabolize(src)
|
||||
for(var/obj/item/I in src)
|
||||
if(I.contaminated)
|
||||
toxloss += vsc.plc.CONTAMINATION_LOSS
|
||||
|
||||
if(mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
|
||||
var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
|
||||
|
||||
@@ -700,10 +700,15 @@ mob/living/carbon/metroid/var/temperature_resistance = T0C+75
|
||||
health = 150
|
||||
stat = 0
|
||||
|
||||
|
||||
/mob/living/carbon/metroid/proc/get_obstacle_ok(atom/A)
|
||||
var/direct = get_dir(src, A)
|
||||
var/obj/item/weapon/dummy/D = new /obj/item/weapon/dummy( src.loc )
|
||||
var/obj/item/weapon/dummy/D = locate() in DummyCache //See atom_procs.dm
|
||||
if(!D)
|
||||
D = new /obj/item/weapon/dummy( src.loc )
|
||||
else
|
||||
D.loc = src.loc
|
||||
DummyCache.Remove(D)
|
||||
|
||||
var/ok = 0
|
||||
|
||||
if ( (direct - 1) & direct)
|
||||
@@ -781,7 +786,8 @@ mob/living/carbon/metroid/var/temperature_resistance = T0C+75
|
||||
if(!border_obstacle.CanPass(D, D.loc, 1, 0))
|
||||
ok = 0
|
||||
|
||||
del(D)
|
||||
D.loc = null
|
||||
DummyCache.Add(D)
|
||||
if (!( ok ))
|
||||
return 0
|
||||
|
||||
|
||||
@@ -194,12 +194,12 @@ mob/living/parasite/meme/proc/select_indoctrinated(var/title, var/message)
|
||||
// A meme can make people hear things with the thought ability
|
||||
mob/living/parasite/meme/verb/Thought()
|
||||
set category = "Meme"
|
||||
set name = "Thought(150)"
|
||||
set name = "Thought(50)"
|
||||
set desc = "Implants a thought into the target, making them think they heard someone talk."
|
||||
|
||||
if(meme_points < 150)
|
||||
if(meme_points < 50)
|
||||
// just call use_points() to give the standard failure message
|
||||
use_points(150)
|
||||
use_points(50)
|
||||
return
|
||||
|
||||
var/list/candidates = indoctrinated.Copy()
|
||||
@@ -217,7 +217,7 @@ mob/living/parasite/meme/verb/Thought()
|
||||
if(!message) return
|
||||
|
||||
// Use the points at the end rather than the beginning, because the user might cancel
|
||||
if(!use_points(150)) return
|
||||
if(!use_points(50)) return
|
||||
|
||||
message = say_quote(message)
|
||||
var/rendered = "<span class='game say'><span class='name'>[speaker]</span> <span class='message'>[message]</span></span>"
|
||||
|
||||
@@ -253,7 +253,7 @@
|
||||
if (timeleft)
|
||||
stat(null, "ETA-[(timeleft / 60) % 60]:[add_zero(num2text(timeleft % 60), 2)]")
|
||||
|
||||
if(ticker.mode.name == "AI malfunction")
|
||||
if(ticker.mode && ticker.mode.name == "AI malfunction")
|
||||
var/datum/game_mode/malfunction/malf = ticker.mode
|
||||
for (var/datum/mind/malfai in malf.malf_ai)
|
||||
if(connected_ai)
|
||||
|
||||
@@ -294,3 +294,5 @@ the mob is also allowed to move without any sort of restriction. For instance, i
|
||||
var/list/radar_blips = list() // list of screen objects, radar blips
|
||||
var/radar_open = 0 // nonzero is radar is open
|
||||
|
||||
var/swap_on_mobbump = 1 //by default, mob collisions will swap the two mobs (if allowed)
|
||||
|
||||
|
||||
@@ -326,7 +326,7 @@
|
||||
var/dat = "<html><body><center>"
|
||||
dat += "Round Duration: [round(hours)]h [round(mins)]m<br>"
|
||||
|
||||
if(emergency_shuttle) //In case Nanotrasen decides reposess CentComm's shuttles.
|
||||
if(emergency_shuttle) //In case NanoTrasen decides reposess CentComm's shuttles.
|
||||
if(emergency_shuttle.direction == 2) //Shuttle is going to centcomm, not recalled
|
||||
dat += "<font color='red'><b>The station has been evacuated.</b></font><br>"
|
||||
if(emergency_shuttle.direction == 1 && emergency_shuttle.timeleft() < 300) //Shuttle is past the point of no recall
|
||||
|
||||
@@ -62,7 +62,7 @@ datum/skill/management
|
||||
datum/skill/knowledge/law
|
||||
ID = "law"
|
||||
name = "NanoTrasen Law"
|
||||
desc = "Your knowledge of NanoTrasen law and procedures. This includes space law, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for captains."
|
||||
desc = "Your knowledge of NanoTrasen law and procedures. This includes Space Law, as well as general station rulings and procedures. A low level in this skill is typical for security officers, a high level in this skill is typical for captains."
|
||||
field = "Security"
|
||||
secondary = 1
|
||||
|
||||
|
||||
@@ -0,0 +1,160 @@
|
||||
#define BEAR_STANCE_IDLE 1
|
||||
#define BEAR_STANCE_ALERT 2
|
||||
#define BEAR_STANCE_ATTACK 3
|
||||
#define BEAR_STANCE_ATTACKING 4
|
||||
#define BEAR_STANCE_TIRED 5
|
||||
|
||||
//Space bears!
|
||||
/mob/living/simple_animal/bear
|
||||
name = "space bear"
|
||||
desc = "RawrRawr!!"
|
||||
icon_state = "bear"
|
||||
icon_living = "bear"
|
||||
icon_dead = "bear_dead"
|
||||
icon_gib = "bear_gib"
|
||||
speak = list("RAWR!","Rawr!","GRR!","Growl!")
|
||||
speak_emote = list("growls", "roars")
|
||||
emote_hear = list("rawrs","grumbles","grawls")
|
||||
emote_see = list("stares ferociously", "stomps")
|
||||
speak_chance = 1
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently pushes aside the"
|
||||
response_harm = "pokes the"
|
||||
|
||||
stop_automated_movement_when_pulled = 0
|
||||
maxHealth = 60
|
||||
health = 60
|
||||
|
||||
//Space bears aren't affected by atmos.
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
|
||||
var/stance = BEAR_STANCE_IDLE //Used to determine behavior
|
||||
var/stance_step = 0 //Used to delay checks depending on what stance the bear is in
|
||||
var/mob/living/target_mob //Once the bear enters attack stance, it will try to chase this mob. This it to prevent it changing it's mind between multiple mobs.
|
||||
|
||||
/proc/isbear(var/mob/M)
|
||||
return istype(M, /mob/living/simple_animal/bear)
|
||||
|
||||
/mob/living/simple_animal/bear/Life()
|
||||
..()
|
||||
|
||||
if(!stat)
|
||||
if(loc && istype(loc,/turf/space))
|
||||
icon_state = "bear"
|
||||
else
|
||||
icon_state = "bearfloor"
|
||||
|
||||
switch(stance)
|
||||
if(BEAR_STANCE_IDLE)
|
||||
stop_automated_movement = 0
|
||||
stance_step++
|
||||
if(stance_step > 5)
|
||||
stance_step = 0
|
||||
for( var/mob/living/L in viewers(7,src) )
|
||||
if(isbear(L)) continue
|
||||
if(!L.stat)
|
||||
emote("stares alertly at [L]")
|
||||
stance = BEAR_STANCE_ALERT
|
||||
break
|
||||
if(BEAR_STANCE_ALERT)
|
||||
stop_automated_movement = 1
|
||||
var/found_mob = 0
|
||||
for( var/mob/living/L in viewers(7,src) )
|
||||
if(isbear(L)) continue
|
||||
if(!L.stat)
|
||||
stance_step = max(0, stance_step) //If we have not seen a mob in a while, the stance_step will be negative, we need to reset it to 0 as soon as we see a mob again.
|
||||
stance_step++
|
||||
found_mob = 1
|
||||
target_mob = L
|
||||
src.dir = get_dir(src,target_mob) //Keep staring at the mob
|
||||
|
||||
if(stance_step in list(1,4,7)) //every 3 ticks
|
||||
var/action = pick( list( "growls at [L]", "stares angrily at [L]", "prepares to attack [L]", "closely watches [L]" ) )
|
||||
if(action)
|
||||
emote(action)
|
||||
break
|
||||
if(!found_mob)
|
||||
stance_step--
|
||||
|
||||
if(stance_step <= -20) //If we have not found a mob for 20-ish ticks, revert to idle mode
|
||||
stance = BEAR_STANCE_IDLE
|
||||
if(stance_step >= 7) //If we have been staring at a mob for 7 ticks,
|
||||
stance = BEAR_STANCE_ATTACK
|
||||
if(BEAR_STANCE_ATTACK) //This one should only be active for one tick,
|
||||
stop_automated_movement = 1
|
||||
if(!target_mob || target_mob.stat)
|
||||
stance = BEAR_STANCE_ALERT
|
||||
stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
|
||||
if(target_mob in viewers(7,src))
|
||||
walk_to(src, target_mob, 1, 3)
|
||||
stance = BEAR_STANCE_ATTACKING
|
||||
stance_step = 0
|
||||
if(BEAR_STANCE_ATTACKING)
|
||||
|
||||
stop_automated_movement = 1
|
||||
stance_step++
|
||||
if(!target_mob || target_mob.stat)
|
||||
stance = BEAR_STANCE_ALERT
|
||||
stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
|
||||
return
|
||||
if(!(target_mob in viewers(7,src)))
|
||||
stance = BEAR_STANCE_ALERT
|
||||
stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
|
||||
target_mob = null
|
||||
return
|
||||
if(get_dist(src, target_mob) <= 1) //Attacking
|
||||
emote( pick( list("slashes at [target_mob]", "bites [target_mob]") ) )
|
||||
|
||||
var/damage = rand(20,30)
|
||||
|
||||
if(ishuman(target_mob))
|
||||
var/mob/living/carbon/human/H = target_mob
|
||||
var/dam_zone = pick("chest", "l_hand", "r_hand", "l_leg", "r_leg")
|
||||
var/datum/organ/external/affecting = H.get_organ(ran_zone(dam_zone))
|
||||
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"))
|
||||
else if(isliving(target_mob))
|
||||
var/mob/living/L = target_mob
|
||||
L.adjustBruteLoss(damage)
|
||||
|
||||
if(stance_step >= 20) //attacks for 20 ticks, then it gets tired and needs to rest
|
||||
emote( "is worn out and needs to rest" )
|
||||
stance = BEAR_STANCE_TIRED
|
||||
stance_step = 0
|
||||
walk(src, 0) //This stops the bear's walking
|
||||
return
|
||||
if(BEAR_STANCE_TIRED)
|
||||
stop_automated_movement = 1
|
||||
stance_step++
|
||||
if(stance_step >= 10) //rests for 10 ticks
|
||||
if(target_mob && target_mob in viewers(7,src))
|
||||
stance = BEAR_STANCE_ATTACK //If the mob he was chasing is still nearby, resume the attack, otherwise go idle.
|
||||
else
|
||||
stance = BEAR_STANCE_IDLE
|
||||
|
||||
|
||||
/mob/living/simple_animal/bear/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(stance != BEAR_STANCE_ATTACK && stance != BEAR_STANCE_ATTACKING)
|
||||
stance = BEAR_STANCE_ALERT
|
||||
stance_step = 6
|
||||
target_mob = user
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/bear/attack_hand(mob/living/carbon/human/M as mob)
|
||||
if(stance != BEAR_STANCE_ATTACK && stance != BEAR_STANCE_ATTACKING)
|
||||
stance = BEAR_STANCE_ALERT
|
||||
stance_step = 6
|
||||
target_mob = M
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/bear/Process_Spacemove(var/check_drift = 0)
|
||||
return //No drifting in space for space bears!
|
||||
@@ -0,0 +1,185 @@
|
||||
#define CARP_STANCE_IDLE 1
|
||||
#define CARP_STANCE_ATTACK 2
|
||||
#define CARP_STANCE_ATTACKING 3
|
||||
|
||||
/mob/living/simple_animal/carp
|
||||
name = "space carp"
|
||||
desc = "A ferocious, fang-bearing creature that resembles a fish."
|
||||
icon_state = "carp"
|
||||
icon_living = "carp"
|
||||
icon_dead = "carp_dead"
|
||||
icon_gib = "carp_gib"
|
||||
speak_chance = 0
|
||||
turns_per_move = 5
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/carpmeat
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently pushes aside the"
|
||||
response_harm = "hits the"
|
||||
|
||||
stop_automated_movement_when_pulled = 0
|
||||
maxHealth = 25
|
||||
health = 25
|
||||
|
||||
harm_intent_damage = 8
|
||||
melee_damage_lower = 5
|
||||
melee_damage_upper = 15
|
||||
attacktext = "bites"
|
||||
attack_sound = 'bite.ogg'
|
||||
|
||||
//Space carp aren't affected by atmos.
|
||||
min_oxy = 0
|
||||
max_oxy = 0
|
||||
min_tox = 0
|
||||
max_tox = 0
|
||||
min_co2 = 0
|
||||
max_co2 = 0
|
||||
min_n2 = 0
|
||||
max_n2 = 0
|
||||
minbodytemp = 0 //so they don't freeze in space
|
||||
maxbodytemp = 295 //if it's just 25 degrees, they start to burn up
|
||||
|
||||
var/stance = CARP_STANCE_IDLE //Used to determine behavior
|
||||
var/stance_step = 0 //Used to delay checks depending on what stance the bear is in
|
||||
var/mob/living/target_mob //Once the bear enters attack stance, it will try to chase this mob. This it to prevent it changing it's mind between multiple mobs.
|
||||
heat_damage_per_tick = 1
|
||||
|
||||
/mob/living/simple_animal/carp/elite
|
||||
desc = "A ferocious, fang-bearing creature that resembles a fish. It has an evil gleam in its eye."
|
||||
maxHealth = 50
|
||||
health = 50
|
||||
melee_damage_lower = 10
|
||||
melee_damage_upper = 20
|
||||
|
||||
/proc/iscarp(var/mob/M)
|
||||
return istype(M, /mob/living/simple_animal/carp)
|
||||
|
||||
/mob/living/simple_animal/carp/Life()
|
||||
..()
|
||||
|
||||
if(!stat)
|
||||
switch(stance)
|
||||
if(CARP_STANCE_IDLE)
|
||||
stop_automated_movement = 0
|
||||
stance_step++
|
||||
if(stance_step > 5)
|
||||
stance_step = 0
|
||||
for( var/mob/living/L in viewers(7,src) )
|
||||
if(iscarp(L)) continue
|
||||
if(!L.stat)
|
||||
if(prob(50))
|
||||
src.visible_message("<b>[src]</b> gnashes at [L]!")
|
||||
stance = CARP_STANCE_ATTACK
|
||||
target_mob = L
|
||||
break
|
||||
|
||||
if(CARP_STANCE_ATTACK) //This one should only be active for one tick
|
||||
stop_automated_movement = 1
|
||||
if(!target_mob || target_mob.stat)
|
||||
stance = CARP_STANCE_IDLE
|
||||
stance_step = 5 //Make it very alert, so it quickly attacks again if a mob returns
|
||||
if(target_mob in viewers(7,src))
|
||||
walk_to(src, target_mob, 1, 3)
|
||||
stance = CARP_STANCE_ATTACKING
|
||||
stance_step = 0
|
||||
|
||||
if(CARP_STANCE_ATTACKING)
|
||||
stop_automated_movement = 1
|
||||
stance_step++
|
||||
if(!target_mob || target_mob.stat)
|
||||
stance = CARP_STANCE_IDLE
|
||||
stance_step = 4 //Make it very alert, so it quickly attacks again if a mob returns
|
||||
target_mob = null
|
||||
walk(src,0)
|
||||
return
|
||||
if(!(target_mob in viewers(7,src)))
|
||||
stance = CARP_STANCE_IDLE
|
||||
stance_step = 1
|
||||
target_mob = null
|
||||
walk(src,0)
|
||||
return
|
||||
if(get_dist(src, target_mob) <= 1) //Attacking
|
||||
if(isliving(target_mob))
|
||||
var/mob/living/L = target_mob
|
||||
L.attack_animal(src)
|
||||
if(prob(10))
|
||||
L.Weaken(5)
|
||||
L.visible_message("<span class='danger'>\the [src] knocks down \the [L]!</span>")
|
||||
|
||||
/mob/living/simple_animal/carp/Die()
|
||||
..()
|
||||
target_mob = null
|
||||
stance = CARP_STANCE_IDLE
|
||||
walk(src,0)
|
||||
|
||||
/mob/living/simple_animal/carp/Process_Spacemove(var/check_drift = 0)
|
||||
return 0 //No drifting in space for space carp! //original comments do not steal
|
||||
|
||||
/mob/living/simple_animal/carp/Process_Spaceslipping(var/prob_slip = 5)
|
||||
return 0
|
||||
|
||||
//----
|
||||
|
||||
/mob/living/simple_animal/carp/cyborg
|
||||
name = "cyborg space carp"
|
||||
desc = "A ferocious, fang-bearing cyborg that resembles a fish. It has glowing red eyes."
|
||||
speak = list("Objective established.","Goal: Terminate.","Mission parameters defined.","All casualties are acceptable.")
|
||||
speak_emote = list("beeps")
|
||||
emote_hear = list("makes a sinister clanking noise.","hisses and steams.","makes a menacing beeping noise.")
|
||||
emote_see = list("sparks slightly.","flashes a red light ominously.")
|
||||
speak_chance = 10
|
||||
var/firing = 0
|
||||
|
||||
/mob/living/simple_animal/carp/cyborg/Life()
|
||||
..()
|
||||
walk(src,0)
|
||||
|
||||
if(!stat)
|
||||
if(prob(5))
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
switch(stance)
|
||||
if(CARP_STANCE_ATTACKING)
|
||||
if(target_mob)
|
||||
src.dir = get_dir(src, target_mob)
|
||||
/*if(get_dist(src, target_mob) > 5)
|
||||
step_towards(src,target_mob)*/
|
||||
if(get_dist(src, target_mob) > 1 && !firing)
|
||||
//fire laser eyes
|
||||
firing = 1
|
||||
if(prob(40))
|
||||
emote("auto",1,"[pick("makes an ominous whining noise!","makes a low humming noise!","begins charging up something!")]")
|
||||
|
||||
spawn(40)
|
||||
if(!target_mob)
|
||||
return
|
||||
firing = 0
|
||||
//load_into_chamber()
|
||||
var/obj/item/projectile/beam/B = new(src)
|
||||
|
||||
B.firer = src
|
||||
//B.def_zone = targloc
|
||||
//in_chamber.def_zone = user.zone_sel.selecting
|
||||
|
||||
var/turf/targloc = get_turf(target_mob)
|
||||
var/turf/myloc = get_turf(src)
|
||||
|
||||
B.original = targloc
|
||||
B.loc = myloc
|
||||
B.starting = myloc
|
||||
B.silenced = 0
|
||||
B.current = myloc
|
||||
B.yo = targloc.y - myloc.y
|
||||
B.xo = targloc.x - myloc.x
|
||||
//
|
||||
B.fired()
|
||||
|
||||
//shake the camera? probably not, these lasers don't explode... yet
|
||||
/*for(var/mob/M in view(src,7))
|
||||
shake_camera(user, recoil + 1, recoil)*/
|
||||
playsound(src, pick('pulse.ogg','pulse2.ogg','pulse3.ogg'), 50, 1)
|
||||
|
||||
/mob/living/simple_animal/carp/cyborg/Die()
|
||||
if(prob(15))
|
||||
src.say_auto("I'll be back!")
|
||||
..()
|
||||
@@ -1,8 +1,7 @@
|
||||
//Cat
|
||||
/mob/living/simple_animal/cat
|
||||
name = "cat"
|
||||
desc = "Kitty!!"
|
||||
icon = 'mob.dmi'
|
||||
desc = "A domesticated, feline pet. Has a tendency to adopt crewmembers."
|
||||
icon_state = "cat"
|
||||
icon_living = "cat"
|
||||
icon_dead = "cat_dead"
|
||||
@@ -13,15 +12,48 @@
|
||||
speak_chance = 1
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently pushes aside the"
|
||||
response_harm = "kicks the"
|
||||
var/turns_since_scan = 0
|
||||
var/mob/living/simple_animal/mouse/movement_target
|
||||
|
||||
/mob/living/simple_animal/cat/Life()
|
||||
//MICE!
|
||||
if((src.loc) && isturf(src.loc))
|
||||
if(!stat && !resting && !buckled)
|
||||
for(var/mob/living/simple_animal/mouse/M in view(1,src))
|
||||
if(!M.stat)
|
||||
M.splat()
|
||||
emote("splats \the [M]")
|
||||
movement_target = null
|
||||
stop_automated_movement = 0
|
||||
break
|
||||
|
||||
..()
|
||||
|
||||
if(!stat && !resting && !buckled)
|
||||
turns_since_scan++
|
||||
if(turns_since_scan > 5)
|
||||
walk_to(src,0)
|
||||
turns_since_scan = 0
|
||||
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
|
||||
movement_target = null
|
||||
stop_automated_movement = 0
|
||||
if( !movement_target || !(movement_target.loc in oview(src, 3)) )
|
||||
movement_target = null
|
||||
stop_automated_movement = 0
|
||||
for(var/mob/living/simple_animal/mouse/snack in oview(src,3))
|
||||
if(isturf(snack.loc) && !snack.stat)
|
||||
movement_target = snack
|
||||
break
|
||||
if(movement_target)
|
||||
stop_automated_movement = 1
|
||||
walk_to(src,movement_target,0,3)
|
||||
|
||||
//RUNTIME IS ALIVE! SQUEEEEEEEE~
|
||||
/mob/living/simple_animal/cat/Runtime
|
||||
name = "Runtime"
|
||||
desc = ""
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "kicks"
|
||||
desc = "Its fur has the look and feel of velvet, and it's tail quivers occasionally."
|
||||
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
name = "\improper corgi"
|
||||
real_name = "corgi"
|
||||
desc = "It's a corgi."
|
||||
icon = 'mob.dmi'
|
||||
icon_state = "corgi"
|
||||
icon_living = "corgi"
|
||||
icon_dead = "corgi_dead"
|
||||
@@ -13,41 +12,16 @@
|
||||
emote_see = list("shakes its head", "shivers")
|
||||
speak_chance = 1
|
||||
turns_per_move = 10
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat/corgi
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/corgi
|
||||
meat_amount = 3
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently pushes aside the"
|
||||
response_disarm = "bops the"
|
||||
response_harm = "kicks the"
|
||||
see_in_dark = 5
|
||||
var/obj/item/inventory_head
|
||||
var/obj/item/inventory_back
|
||||
var/obj/item/inventory_mouth
|
||||
|
||||
/mob/living/simple_animal/corgi/update_clothing()
|
||||
overlays = list()
|
||||
|
||||
if(inventory_head)
|
||||
var/head_icon_state = inventory_head.icon_state
|
||||
if(health <= 0)
|
||||
head_icon_state += "2"
|
||||
|
||||
var/icon/head_icon = icon('corgi_head.dmi',head_icon_state)
|
||||
if(head_icon)
|
||||
overlays += head_icon
|
||||
|
||||
if(inventory_back)
|
||||
var/back_icon_state = inventory_back.icon_state
|
||||
if(health <= 0)
|
||||
back_icon_state += "2"
|
||||
|
||||
var/icon/back_icon = icon('corgi_back.dmi',back_icon_state)
|
||||
if(back_icon)
|
||||
overlays += back_icon
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/corgi/Life()
|
||||
..()
|
||||
rebuild_appearance()
|
||||
var/turns_since_scan = 0
|
||||
var/obj/movement_target
|
||||
|
||||
/mob/living/simple_animal/corgi/show_inv(mob/user as mob)
|
||||
/*
|
||||
@@ -104,7 +78,6 @@
|
||||
emote_hear = list("barks", "woofs", "yaps","pants")
|
||||
emote_see = list("shakes its head", "shivers")
|
||||
desc = "It's a corgi."
|
||||
src.ul_SetLuminosity(0)
|
||||
inventory_head.loc = src.loc
|
||||
inventory_head = null
|
||||
else
|
||||
@@ -148,7 +121,7 @@
|
||||
/obj/item/clothing/head/caphat,
|
||||
/obj/item/clothing/head/collectable/captain,
|
||||
/obj/item/clothing/head/that,
|
||||
/obj/item/clothing/head/helmet/that,
|
||||
/obj/item/clothing/head/that,
|
||||
/obj/item/clothing/head/kitty,
|
||||
/obj/item/clothing/head/collectable/kitty,
|
||||
/obj/item/clothing/head/rabbitears,
|
||||
@@ -166,13 +139,10 @@
|
||||
/obj/item/clothing/head/wizard/fake,
|
||||
/obj/item/clothing/head/wizard,
|
||||
/obj/item/clothing/head/collectable/wizard,
|
||||
/obj/item/clothing/head/helmet/hardhat,
|
||||
/obj/item/clothing/head/collectable/hardhat,
|
||||
/obj/item/clothing/head/helmet/hardhat/white,
|
||||
/obj/item/weapon/bedsheet,
|
||||
/obj/item/clothing/head/helmet/space/santahat,
|
||||
/obj/item/clothing/head/collectable/paper,
|
||||
/obj/item/clothing/head/cargosoft
|
||||
)
|
||||
|
||||
if( ! ( item_to_add.type in allowed_types ) )
|
||||
@@ -182,6 +152,7 @@
|
||||
usr.drop_item()
|
||||
item_to_add.loc = src
|
||||
src.inventory_head = item_to_add
|
||||
rebuild_appearance()
|
||||
|
||||
//Various hats and items (worn on his head) change Ian's behaviour. His attributes are reset when a HAT is removed.
|
||||
|
||||
@@ -239,11 +210,6 @@
|
||||
name = "Rudolph the Red-Nosed Corgi"
|
||||
emote_hear = list("barks christmas songs", "yaps")
|
||||
desc = "He has a very shiny nose."
|
||||
src.ul_SetLuminosity(6)
|
||||
if(/obj/item/clothing/head/cargosoft)
|
||||
name = "Corgi Tech [real_name]"
|
||||
speak = list("Needs a stamp!", "Request DENIED!", "Fill these out in triplicate!")
|
||||
desc = "The reason your yellow gloves have chew-marks."
|
||||
|
||||
if("back")
|
||||
if(inventory_back)
|
||||
@@ -269,29 +235,18 @@
|
||||
usr.drop_item()
|
||||
item_to_add.loc = src
|
||||
src.inventory_back = item_to_add
|
||||
update_clothing()
|
||||
rebuild_appearance()
|
||||
|
||||
//show_inv(usr) //Commented out because changing Ian's name and then calling up his inventory opens a new inventory...which is annoying.
|
||||
else
|
||||
..()
|
||||
|
||||
//IAN! SQUEEEEEEEEE~
|
||||
/mob/living/simple_animal/corgi/Ian
|
||||
name = "Ian"
|
||||
real_name = "Ian" //Intended to hold the name without altering it.
|
||||
gender = "male"
|
||||
desc = "It's a corgi."
|
||||
var/turns_since_scan = 0
|
||||
var/obj/movement_target
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "kicks"
|
||||
|
||||
/mob/living/simple_animal/corgi/Ian/Life()
|
||||
/mob/living/simple_animal/corgi/Life()
|
||||
..()
|
||||
rebuild_appearance()
|
||||
|
||||
//Feeding, chasing food, FOOOOODDDD
|
||||
if(alive && !resting && !buckled)
|
||||
if(!stat && !resting && !buckled)
|
||||
turns_since_scan++
|
||||
if(turns_since_scan > 5)
|
||||
turns_since_scan = 0
|
||||
@@ -338,11 +293,11 @@
|
||||
dir = i
|
||||
sleep(1)
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/sliceable/meat/corgi
|
||||
/obj/item/weapon/reagent_containers/food/snacks/meat/corgi
|
||||
name = "Corgi meat"
|
||||
desc = "Tastes like... well you know..."
|
||||
|
||||
/mob/living/simple_animal/corgi/Ian/Bump(atom/movable/AM as mob|obj, yes)
|
||||
/mob/living/simple_animal/corgi/Bump(atom/movable/AM as mob|obj, yes)
|
||||
|
||||
spawn( 0 )
|
||||
if ((!( yes ) || now_pushing))
|
||||
@@ -350,11 +305,11 @@
|
||||
now_pushing = 1
|
||||
if(ismob(AM))
|
||||
var/mob/tmob = AM
|
||||
/* if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
|
||||
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
|
||||
if(prob(70))
|
||||
src << "\red <B>You fail to push [tmob]'s fat ass out of the way.</B>"
|
||||
now_pushing = 0
|
||||
return*/
|
||||
return
|
||||
if(tmob.nopush)
|
||||
now_pushing = 0
|
||||
return
|
||||
@@ -388,7 +343,7 @@
|
||||
|
||||
/mob/living/simple_animal/corgi/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
|
||||
if(istype(O, /obj/item/weapon/newspaper))
|
||||
if(alive)
|
||||
if(!stat)
|
||||
for(var/mob/M in viewers(user, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\blue [user] baps [name] on the nose with the rolled up [O]")
|
||||
@@ -397,4 +352,14 @@
|
||||
dir = i
|
||||
sleep(1)
|
||||
else
|
||||
..()
|
||||
..()
|
||||
|
||||
//IAN! SQUEEEEEEEEE~
|
||||
/mob/living/simple_animal/corgi/Ian
|
||||
name = "Ian"
|
||||
real_name = "Ian" //Intended to hold the name without altering it.
|
||||
gender = "male"
|
||||
desc = "It's a somewhat notorious corgi."
|
||||
response_help = "pets"
|
||||
response_disarm = "bops"
|
||||
response_harm = "kicks"
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
//Look Sir, free crabs!
|
||||
/mob/living/simple_animal/crab
|
||||
name = "crab"
|
||||
desc = "Free crabs!"
|
||||
icon = 'mob.dmi'
|
||||
desc = "A hard-shelled crustacean. Seems quite content to lounge around all the time."
|
||||
icon_state = "crab"
|
||||
icon_living = "crab"
|
||||
icon_dead = "crab_dead"
|
||||
@@ -11,59 +10,22 @@
|
||||
emote_see = list("clacks")
|
||||
speak_chance = 1
|
||||
turns_per_move = 5
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently pushes aside the"
|
||||
response_harm = "stomps the"
|
||||
stop_automated_movement = 1
|
||||
friendly = "pinches"
|
||||
var/obj/item/inventory_head
|
||||
var/obj/item/inventory_mask
|
||||
|
||||
/mob/living/simple_animal/crab/Life()
|
||||
..()
|
||||
//CRAB movement
|
||||
if(!ckey && alive)
|
||||
if(!ckey && !stat)
|
||||
if(isturf(src.loc) && !resting && !buckled) //This is so it only moves if it's not inside a closet, gentics machine, etc.
|
||||
turns_since_move++
|
||||
if(turns_since_move >= turns_per_move)
|
||||
Move(get_step(src,pick(4,8)))
|
||||
turns_since_move = 0
|
||||
|
||||
//COFFEE! SQUEEEEEEEEE!
|
||||
/mob/living/simple_animal/crab/Coffee
|
||||
name = "Coffee"
|
||||
desc = "It's Coffee, the other pet!"
|
||||
response_help = "pets"
|
||||
response_disarm = "gently pushes aside"
|
||||
response_harm = "stomps"
|
||||
|
||||
//LOOK AT THIS - ..()??
|
||||
/mob/living/simple_animal/crab/attackby(var/obj/item/O as obj, var/mob/user as mob)
|
||||
if(istype(O, /obj/item/weapon/wirecutters))
|
||||
user << "\red \b This kills the crab."
|
||||
health -= 20
|
||||
Die()
|
||||
if(istype(O, /obj/item/stack/medical))
|
||||
if(alive)
|
||||
var/obj/item/stack/medical/MED = O
|
||||
if(health < maxHealth)
|
||||
if(MED.amount >= 1)
|
||||
health = min(maxHealth, health + MED.heal_brute)
|
||||
MED.amount -= 1
|
||||
if(MED.amount <= 0)
|
||||
del(MED)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\blue [user] applies the [MED] on [src]")
|
||||
else
|
||||
user << "\blue this [src] is dead, medical items won't bring it back to life."
|
||||
else
|
||||
if(O.force)
|
||||
health -= O.force
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with the [O]. ")
|
||||
rebuild_appearance()
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
//kobold
|
||||
/mob/living/simple_animal/kobold
|
||||
name = "kobold"
|
||||
desc = "A small, rat-like creature."
|
||||
icon = 'mob.dmi'
|
||||
icon_state = "kobold_idle"
|
||||
icon_living = "kobold_idle"
|
||||
icon_dead = "kobold_dead"
|
||||
//speak = list("You no take candle!","Ooh, pretty shiny.","Me take?","Where gold here...","Me likey.")
|
||||
speak_emote = list("mutters","hisses","grumbles")
|
||||
emote_hear = list("mutters under it's breath.","grumbles.", "yips!")
|
||||
emote_see = list("looks around suspiciously.", "scratches it's arm.","putters around a bit.")
|
||||
speak_chance = 15
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/sliceable/meat
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently pushes aside the"
|
||||
response_harm = "kicks the"
|
||||
minbodytemp = 250
|
||||
min_oxy = 1
|
||||
|
||||
/mob/living/simple_animal/kobold/Life()
|
||||
..()
|
||||
if(prob(15) && turns_since_move && !stat)
|
||||
flick("kobold_act",src)
|
||||
|
||||
/mob/living/simple_animal/kobold/Move(var/dir)
|
||||
..()
|
||||
if(!stat)
|
||||
flick("kobold_walk",src)
|
||||
@@ -1,414 +0,0 @@
|
||||
/mob/living/simple_animal
|
||||
name = "animal"
|
||||
var/icon_living = ""
|
||||
var/icon_dead = ""
|
||||
maxHealth = 20
|
||||
var/alive = 1
|
||||
var/list/speak = list()
|
||||
var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
|
||||
var/speak_chance = 0
|
||||
var/list/emote_hear = list() //EHearable emotes
|
||||
var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
|
||||
health = 20
|
||||
var/turns_per_move = 1
|
||||
var/turns_since_move = 0
|
||||
universal_speak = 1
|
||||
var/meat_amount = 0
|
||||
var/meat_type
|
||||
var/stop_automated_movement = 0 //Use this to temporarely stop random movement or to if you write special movement code for animals.
|
||||
|
||||
//Interaction
|
||||
var/response_help = "You try to help"
|
||||
var/response_disarm = "You try to disarm"
|
||||
var/response_harm = "You try to hurt"
|
||||
var/harm_intent_damage = 3
|
||||
|
||||
//Temperature effect
|
||||
var/minbodytemp = 270
|
||||
var/maxbodytemp = 370
|
||||
var/heat_damage_per_tick = 3 //amount of damage applied if animal's body temperature is higher than maxbodytemp
|
||||
var/cold_damage_per_tick = 2 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
|
||||
|
||||
//Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage
|
||||
var/min_oxy = 5
|
||||
var/max_oxy = 0 //Leaving something at 0 means it's off - has no maximum
|
||||
var/min_tox = 0
|
||||
var/max_tox = 1
|
||||
var/min_co2 = 0
|
||||
var/max_co2 = 5
|
||||
var/min_n2 = 0
|
||||
var/max_n2 = 0
|
||||
var/unsuitable_atoms_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
|
||||
|
||||
|
||||
//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
|
||||
var/melee_damage_lower = 0
|
||||
var/melee_damage_upper = 0
|
||||
var/attacktext = "attacks"
|
||||
var/attack_sound = null
|
||||
var/friendly = "nuzzles" //If the mob does no damage with it's attack
|
||||
var/wall_smash = 0 //if they can smash walls
|
||||
|
||||
var/speed = 0 //LETS SEE IF I CAN SET SPEEDS FOR SIMPLE MOBS WITHOUT DESTROYING EVERYTHING. Higher speed is slower, negative speed is faster
|
||||
|
||||
var/obj/item/device/radio/headset/ears = null
|
||||
/mob/living/simple_animal/New()
|
||||
..()
|
||||
verbs -= /mob/verb/observe
|
||||
|
||||
/mob/living/simple_animal/Login()
|
||||
if(src && src.client)
|
||||
src.client.screen = null
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/Life()
|
||||
|
||||
//Health
|
||||
if(!alive)
|
||||
if(health > 0)
|
||||
icon_state = icon_living
|
||||
alive = 1
|
||||
stat = CONSCIOUS
|
||||
density = 1
|
||||
return
|
||||
|
||||
|
||||
if(health < 1)
|
||||
Die()
|
||||
|
||||
if(health > maxHealth)
|
||||
health = maxHealth
|
||||
|
||||
/*
|
||||
// Stun/Weaken
|
||||
|
||||
if (paralysis || stunned || weakened) //Stunned etc.
|
||||
if (stunned > 0)
|
||||
AdjustStunned(-1)
|
||||
stat = 0
|
||||
if (weakened > 0)
|
||||
AdjustWeakened(-1)
|
||||
lying = 1
|
||||
stat = 0
|
||||
if (paralysis > 0)
|
||||
AdjustParalysis(-1)
|
||||
blinded = 1
|
||||
lying = 1
|
||||
stat = 1
|
||||
var/h = hand
|
||||
hand = 0
|
||||
drop_item()
|
||||
hand = 1
|
||||
drop_item()
|
||||
hand = h
|
||||
|
||||
else //Not stunned.
|
||||
lying = 0
|
||||
stat = 0
|
||||
|
||||
if(paralysis || stunned || weakened || buckled)
|
||||
canmove = 0
|
||||
else
|
||||
canmove = 1
|
||||
*/
|
||||
//Movement
|
||||
if(!ckey && !stop_automated_movement)
|
||||
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
|
||||
turns_since_move++
|
||||
if(turns_since_move >= turns_per_move)
|
||||
Move(get_step(src,pick(cardinal)))
|
||||
turns_since_move = 0
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//Speaking
|
||||
if(speak_chance)
|
||||
if(prob(speak_chance))
|
||||
if(speak && speak.len)
|
||||
if((emote_hear && emote_hear.len) || (emote_see && emote_see.len))
|
||||
var/length = speak.len
|
||||
if(emote_hear && emote_hear.len)
|
||||
length += emote_hear.len
|
||||
if(emote_see && emote_see.len)
|
||||
length += emote_see.len
|
||||
var/randomValue = rand(1,length)
|
||||
if(randomValue <= speak.len)
|
||||
say(pick(speak))
|
||||
else
|
||||
randomValue -= speak.len
|
||||
if(emote_see && randomValue <= emote_see.len)
|
||||
emote(pick(emote_see),1)
|
||||
else
|
||||
emote(pick(emote_hear),2)
|
||||
else
|
||||
say(pick(speak))
|
||||
else
|
||||
if(!(emote_hear && emote_hear.len) && (emote_see && emote_see.len))
|
||||
emote(pick(emote_see),1)
|
||||
if((emote_hear && emote_hear.len) && !(emote_see && emote_see.len))
|
||||
emote(pick(emote_hear),2)
|
||||
if((emote_hear && emote_hear.len) && (emote_see && emote_see.len))
|
||||
var/length = emote_hear.len + emote_see.len
|
||||
var/pick = rand(1,length)
|
||||
if(pick <= emote_see.len)
|
||||
emote(pick(emote_see),1)
|
||||
else
|
||||
emote(pick(emote_hear),2)
|
||||
|
||||
|
||||
//Atmos
|
||||
var/atmos_suitable = 1
|
||||
|
||||
var/atom/A = src.loc
|
||||
if(isturf(A))
|
||||
var/turf/T = A
|
||||
var/areatemp = T.temperature
|
||||
if( abs(areatemp - bodytemperature) > 50 )
|
||||
var/diff = areatemp - bodytemperature
|
||||
diff = diff / 5
|
||||
//world << "changed from [bodytemperature] by [diff] to [bodytemperature + diff]"
|
||||
bodytemperature += diff
|
||||
|
||||
if(istype(T,/turf/simulated))
|
||||
var/turf/simulated/ST = T
|
||||
if(ST.air)
|
||||
var/tox = ST.air.toxins
|
||||
var/oxy = ST.air.oxygen
|
||||
var/n2 = ST.air.nitrogen
|
||||
var/co2 = ST.air.carbon_dioxide
|
||||
|
||||
if(min_oxy)
|
||||
if(oxy < min_oxy)
|
||||
atmos_suitable = 0
|
||||
if(max_oxy)
|
||||
if(oxy > max_oxy)
|
||||
atmos_suitable = 0
|
||||
if(min_tox)
|
||||
if(tox < min_tox)
|
||||
atmos_suitable = 0
|
||||
if(max_tox)
|
||||
if(tox > max_tox)
|
||||
atmos_suitable = 0
|
||||
if(min_n2)
|
||||
if(n2 < min_n2)
|
||||
atmos_suitable = 0
|
||||
if(max_n2)
|
||||
if(n2 > max_n2)
|
||||
atmos_suitable = 0
|
||||
if(min_co2)
|
||||
if(co2 < min_co2)
|
||||
atmos_suitable = 0
|
||||
if(max_co2)
|
||||
if(co2 > max_co2)
|
||||
atmos_suitable = 0
|
||||
|
||||
//Atmos effect
|
||||
if(bodytemperature < minbodytemp)
|
||||
health -= cold_damage_per_tick
|
||||
else if(bodytemperature > maxbodytemp)
|
||||
health -= heat_damage_per_tick
|
||||
|
||||
if(!atmos_suitable)
|
||||
health -= unsuitable_atoms_damage
|
||||
|
||||
/mob/living/simple_animal/Bumped(AM as mob|obj)
|
||||
if(!AM) return
|
||||
if(isturf(src.loc) && !resting && !buckled)
|
||||
if(ismob(AM))
|
||||
var/newamloc = src.loc
|
||||
src.loc = AM:loc
|
||||
AM:loc = newamloc
|
||||
else
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/gib()
|
||||
if(meat_amount && meat_type)
|
||||
for(var/i = 0; i < meat_amount; i++)
|
||||
new meat_type(src.loc)
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/say_quote(var/text)
|
||||
if(speak_emote && speak_emote.len)
|
||||
var/emote = pick(speak_emote)
|
||||
if(emote)
|
||||
return "[emote], \"[text]\""
|
||||
return "says, \"[text]\"";
|
||||
|
||||
/mob/living/simple_animal/emote(var/act,var/m_type=1,var/message = null)
|
||||
switch(act)
|
||||
|
||||
if ("scream")
|
||||
message = "<B>[src]</B> screams!"
|
||||
m_type = 2
|
||||
|
||||
if ("custom")
|
||||
var/input = copytext(sanitize(input("Choose an emote to display.") as text|null),1,MAX_MESSAGE_LEN)
|
||||
if (!input)
|
||||
return
|
||||
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
|
||||
if (input2 == "Visible")
|
||||
m_type = 1
|
||||
else if (input2 == "Hearable")
|
||||
m_type = 2
|
||||
else
|
||||
alert("Unable to use this emote, must be either hearable or visible.")
|
||||
return
|
||||
message = "<B>[src]</B> [input]"
|
||||
|
||||
if ("me")
|
||||
if(silent)
|
||||
return
|
||||
if (src.client && (client.muted || client.muted_complete))
|
||||
src << "You are muted."
|
||||
return
|
||||
if (stat)
|
||||
return
|
||||
if(!(message))
|
||||
return
|
||||
else
|
||||
if(cmptext(copytext(message, 1, 3), "v "))
|
||||
message = "<B>[src]</B> [copytext(message, 3)]"
|
||||
m_type = 1
|
||||
else if(cmptext(copytext(message, 1, 3), "h "))
|
||||
message = "<B>[src]</B> [copytext(message, 3)]"
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> [message]"
|
||||
else
|
||||
src << text("Invalid Emote: []", act)
|
||||
if ((message && src.stat == 0))
|
||||
if (m_type & 1)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(message, m_type)
|
||||
else
|
||||
for(var/mob/O in hearers(src, null))
|
||||
O.show_message(message, m_type)
|
||||
return
|
||||
|
||||
|
||||
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(M.melee_damage_upper == 0)
|
||||
M.emote("[M.friendly] [src]")
|
||||
else
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
|
||||
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
|
||||
health -= damage
|
||||
|
||||
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(!Proj) return
|
||||
src.health -= Proj.damage
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
|
||||
..()
|
||||
|
||||
switch(M.a_intent)
|
||||
|
||||
if ("help")
|
||||
if (health > 0)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message("\blue [M] [response_help] [src]")
|
||||
|
||||
if ("grab")
|
||||
if (M == src)
|
||||
return
|
||||
if (nopush)
|
||||
return
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
|
||||
G.assailant = M
|
||||
if (M.hand)
|
||||
M.l_hand = G
|
||||
else
|
||||
M.r_hand = G
|
||||
G.layer = 20
|
||||
G.affecting = src
|
||||
grabbed_by += G
|
||||
G.synch()
|
||||
|
||||
LAssailant = M
|
||||
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
|
||||
|
||||
if ("hurt")
|
||||
health -= harm_intent_damage
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message("\red [M] [response_harm] [src]")
|
||||
|
||||
if ("disarm")
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message("\blue [M] [response_disarm] [src]")
|
||||
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
|
||||
if(istype(O, /obj/item/stack/medical))
|
||||
if(alive)
|
||||
var/obj/item/stack/medical/MED = O
|
||||
if(health < maxHealth)
|
||||
if(MED.amount >= 1)
|
||||
health = min(maxHealth, health + MED.heal_brute)
|
||||
MED.amount -= 1
|
||||
if(MED.amount <= 0)
|
||||
del(MED)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\blue [user] applies the [MED] on [src]")
|
||||
else
|
||||
user << "\blue this [src] is dead, medical items won't bring it back to life."
|
||||
else
|
||||
if(O.force)
|
||||
health -= O.force
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with the [O]. ")
|
||||
|
||||
|
||||
/mob/living/simple_animal/movement_delay()
|
||||
var/tally = 0 //Incase I need to add stuff other than "speed" later
|
||||
|
||||
tally = speed
|
||||
|
||||
return tally
|
||||
|
||||
/mob/living/simple_animal/Stat()
|
||||
..()
|
||||
|
||||
statpanel("Status")
|
||||
stat(null, "Health: [round((health / maxHealth) * 100)]%")
|
||||
|
||||
/mob/living/simple_animal/proc/Die()
|
||||
alive = 0
|
||||
icon_state = icon_dead
|
||||
stat = DEAD
|
||||
density = 0
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/ex_act(severity)
|
||||
flick("flash", flash)
|
||||
switch (severity)
|
||||
if (1.0)
|
||||
health -= 500
|
||||
gib()
|
||||
return
|
||||
|
||||
if (2.0)
|
||||
health -= 60
|
||||
|
||||
|
||||
if(3.0)
|
||||
health -= 30
|
||||
@@ -0,0 +1,146 @@
|
||||
/mob/living/simple_animal/mouse
|
||||
name = "mouse"
|
||||
real_name = "mouse"
|
||||
desc = "It's a small, disease-ridden rodent."
|
||||
icon_state = "mouse_gray"
|
||||
icon_living = "mouse_gray"
|
||||
icon_dead = "mouse_gray_dead"
|
||||
speak = list("Squeek!","SQUEEK!","Squeek?")
|
||||
speak_emote = list("squeeks","squeeks","squiks")
|
||||
emote_hear = list("squeeks","squeaks","squiks")
|
||||
emote_see = list("runs in a circle", "shakes", "scritches at something")
|
||||
speak_chance = 1
|
||||
turns_per_move = 5
|
||||
see_in_dark = 6
|
||||
health = 5
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently pushes aside the"
|
||||
response_harm = "splats the"
|
||||
density = 0
|
||||
var/color //brown, gray and white
|
||||
layer = 2.5 //so they can hide under objects
|
||||
swap_on_mobbump = 0
|
||||
|
||||
/mob/living/simple_animal/mouse/Life()
|
||||
..()
|
||||
if(!stat && prob(speak_chance))
|
||||
for(var/mob/M in view())
|
||||
M << 'sound/effects/mousesqueek.ogg'
|
||||
|
||||
/mob/living/simple_animal/mouse/gray
|
||||
color = "gray"
|
||||
icon_state = "mouse_gray"
|
||||
|
||||
/mob/living/simple_animal/mouse/white
|
||||
color = "white"
|
||||
icon_state = "mouse_white"
|
||||
|
||||
/mob/living/simple_animal/mouse/brown
|
||||
color = "brown"
|
||||
icon_state = "mouse_brown"
|
||||
|
||||
/mob/living/simple_animal/mouse/New()
|
||||
if(!color)
|
||||
color = pick( list("brown","gray","white") )
|
||||
icon_state = "mouse_[color]"
|
||||
icon_living = "mouse_[color]"
|
||||
icon_dead = "mouse_[color]_dead"
|
||||
desc = "It's a small [color] rodent, often seen hiding in maintenance areas and making a nuisance of itself."
|
||||
|
||||
/mob/living/simple_animal/mouse/proc/splat()
|
||||
src.health = 0
|
||||
src.stat = DEAD
|
||||
src.icon_dead = "mouse_[color]_splat"
|
||||
src.icon_state = "mouse_[color]_splat"
|
||||
|
||||
/proc/ismouse(var/obj/O)
|
||||
return istype(O,/mob/living/simple_animal/mouse)
|
||||
|
||||
//copy paste from alien/larva, if that func is updated please update this one also
|
||||
/mob/living/simple_animal/mouse/verb/ventcrawl()
|
||||
set name = "Crawl through Vent"
|
||||
set desc = "Enter an air vent and crawl through the pipe system."
|
||||
set category = "Mouse"
|
||||
|
||||
// if(!istype(V,/obj/machinery/atmoalter/siphs/fullairsiphon/air_vent))
|
||||
// return
|
||||
var/obj/machinery/atmospherics/unary/vent_pump/vent_found
|
||||
var/welded = 0
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/v in range(1,src))
|
||||
if(!v.welded)
|
||||
vent_found = v
|
||||
break
|
||||
else
|
||||
welded = 1
|
||||
if(vent_found)
|
||||
if(vent_found.network&&vent_found.network.normal_members.len)
|
||||
var/list/vents = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/temp_vent in vent_found.network.normal_members)
|
||||
if(temp_vent.loc == loc)
|
||||
continue
|
||||
vents.Add(temp_vent)
|
||||
var/list/choices = list()
|
||||
for(var/obj/machinery/atmospherics/unary/vent_pump/vent in vents)
|
||||
if(vent.loc.z != loc.z)
|
||||
continue
|
||||
var/atom/a = get_turf(vent)
|
||||
choices.Add(a.loc)
|
||||
var/turf/startloc = loc
|
||||
var/obj/selection = input("Select a destination.", "Duct System") in choices
|
||||
var/selection_position = choices.Find(selection)
|
||||
if(loc==startloc)
|
||||
var/obj/target_vent = vents[selection_position]
|
||||
if(target_vent)
|
||||
for(var/mob/O in oviewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
|
||||
loc = target_vent.loc
|
||||
else
|
||||
src << "\blue You need to remain still while entering a vent."
|
||||
else
|
||||
src << "\blue This vent is not connected to anything."
|
||||
else if(welded)
|
||||
src << "\red That vent is welded."
|
||||
else
|
||||
src << "\blue You must be standing on or beside an air vent to enter it."
|
||||
return
|
||||
|
||||
//copy paste from alien/larva, if that func is updated please update this one alsoghost
|
||||
/mob/living/simple_animal/mouse/verb/hide()
|
||||
set name = "Hide"
|
||||
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
|
||||
set category = "Mouse"
|
||||
|
||||
if (layer != TURF_LAYER+0.2)
|
||||
layer = TURF_LAYER+0.2
|
||||
src << text("\blue You are now hiding.")
|
||||
for(var/mob/O in oviewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << text("<B>[] scurries to the ground!</B>", src)
|
||||
else
|
||||
layer = MOB_LAYER
|
||||
src << text("\blue You have stopped hiding.")
|
||||
for(var/mob/O in oviewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O << text("[] slowly peaks up from the ground...", src)
|
||||
|
||||
//make mice fit under tables etc? this was hacky, and not working
|
||||
/*
|
||||
/mob/living/simple_animal/mouse/Move(var/dir)
|
||||
|
||||
var/turf/target_turf = get_step(src,dir)
|
||||
//CanReachThrough(src.loc, target_turf, src)
|
||||
var/can_fit_under = 0
|
||||
if(target_turf.ZCanPass(get_turf(src),1))
|
||||
can_fit_under = 1
|
||||
|
||||
..(dir)
|
||||
if(can_fit_under)
|
||||
src.loc = target_turf
|
||||
for(var/d in cardinal)
|
||||
var/turf/O = get_step(T,d)
|
||||
//Simple pass check.
|
||||
if(O.ZCanPass(T, 1) && !(O in open) && !(O in closed) && O in possibles)
|
||||
open += O
|
||||
*/
|
||||
@@ -2,26 +2,26 @@
|
||||
name = "\improper Parrot"
|
||||
desc = "It's a parrot! No dirty words!"
|
||||
icon = 'mob.dmi'
|
||||
icon_state = "cat"
|
||||
icon_living = "cat"
|
||||
icon_dead = "cat_dead"
|
||||
icon_state = "parrot"
|
||||
icon_living = "parrot"
|
||||
icon_dead = "parrot_dead"
|
||||
speak = list("Hi","Hello!","Cracker?","BAWWWWK george mellons griffing me")
|
||||
speak_emote = list("squawks","says","yells")
|
||||
emote_hear = list("squawks","bawks")
|
||||
emote_see = list("flutters its wings", "glares at you")
|
||||
speak_chance = 1
|
||||
emote_hear = list("squawks.","bawks.")
|
||||
emote_see = list("flutters its wings.", "glares at you.")
|
||||
speak_chance = 5
|
||||
turns_per_move = 5
|
||||
meat_type = /obj/item/weapon/reagent_containers/food/snacks/cracker/
|
||||
response_help = "pets the"
|
||||
response_disarm = "gently moves aside the"
|
||||
response_harm = "swats the"
|
||||
|
||||
ears = new /obj/item/device/radio/headset/heads/ce()
|
||||
l_ear = new /obj/item/device/radio/headset/headset_eng()
|
||||
|
||||
/mob/living/simple_animal/parrot/DrProfessor
|
||||
name = "Doctor Professor Parrot, PhD"
|
||||
desc = "That's the Doctor Professor. He has more degrees than all of the engineering team put together, and has several published papers on quantum cracker theory."
|
||||
speak = list(":e Check the singlo, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN RIG SUIT?",":e OH GOD ITS FREE CALL THE SHUTTLE")
|
||||
speak = list(":e Check the singlo, you chucklefucks!",":e Wire the solars, you lazy bums!",":e WHO TOOK THE DAMN RIG SUIT?",":e OH GOD ITS FREE CALL THE SHUTTLE",":e Open secure storage please.",":e I think something happened to the containment field...")
|
||||
response_harm = "is attacked in the face by"
|
||||
|
||||
/obj/item/weapon/reagent_containers/food/snacks/cracker/
|
||||
@@ -33,8 +33,8 @@
|
||||
if(user.stat) return
|
||||
|
||||
var/dat = "<div align='center'><b>Inventory of [name]</b></div><p>"
|
||||
if(ears)
|
||||
dat += "<br><b>Headset:</b> [ears] (<a href='?src=\ref[src];remove_inv=ears'>Remove</a>)"
|
||||
if(l_ear)
|
||||
dat += "<br><b>Headset:</b> [l_ear] (<a href='?src=\ref[src];remove_inv=ears'>Remove</a>)"
|
||||
else
|
||||
dat += "<br><b>Headset:</b> <a href='?src=\ref[src];add_inv=ears'>Nothing</a>"
|
||||
|
||||
@@ -54,10 +54,10 @@
|
||||
var/remove_from = href_list["remove_inv"]
|
||||
switch(remove_from)
|
||||
if("ears")
|
||||
if(ears)
|
||||
if(l_ear)
|
||||
src.say(":e BAWWWWWK LEAVE THE HEADSET BAWKKKKK!")
|
||||
ears.loc = src.loc
|
||||
ears = null
|
||||
l_ear.loc = src.loc
|
||||
l_ear = null
|
||||
else
|
||||
usr << "\red There is nothing to remove from its [remove_from]."
|
||||
return
|
||||
@@ -72,7 +72,7 @@
|
||||
return
|
||||
switch(add_to)
|
||||
if("ears")
|
||||
if(ears)
|
||||
if(l_ear)
|
||||
usr << "\red It's already wearing something."
|
||||
return
|
||||
else
|
||||
@@ -86,6 +86,6 @@
|
||||
|
||||
usr.drop_item()
|
||||
item_to_add.loc = src
|
||||
src.ears = item_to_add
|
||||
src.l_ear = item_to_add
|
||||
else
|
||||
..()
|
||||
|
||||
@@ -0,0 +1,58 @@
|
||||
/mob/living/simple_animal
|
||||
name = "animal"
|
||||
icon = 'animal.dmi'
|
||||
var/icon_living = ""
|
||||
var/icon_dead = ""
|
||||
var/icon_gib = null //We only try to show a gibbing animation if this exists.
|
||||
maxHealth = 20
|
||||
var/list/speak = list()
|
||||
var/list/speak_emote = list()// Emotes while speaking IE: Ian [emote], [text] -- Ian barks, "WOOF!". Spoken text is generated from the speak variable.
|
||||
var/speak_chance = 0
|
||||
var/list/emote_hear = list() //EHearable emotes
|
||||
var/list/emote_see = list() //Unlike speak_emote, the list of things in this variable only show by themselves with no spoken text. IE: Ian barks, Ian yaps
|
||||
health = 20
|
||||
var/turns_per_move = 1
|
||||
var/turns_since_move = 0
|
||||
universal_speak = 1
|
||||
var/meat_amount = 0
|
||||
var/meat_type
|
||||
var/stop_automated_movement = 0 //Use this to temporarely stop random movement or to if you write special movement code for animals.
|
||||
var/stop_automated_movement_when_pulled = 1 //When set to 1 this stops the animal from moving when someone is pulling it.
|
||||
|
||||
//Interaction
|
||||
var/response_help = "You try to help"
|
||||
var/response_disarm = "You try to disarm"
|
||||
var/response_harm = "You try to hurt"
|
||||
var/harm_intent_damage = 3
|
||||
|
||||
//Temperature effect
|
||||
var/minbodytemp = 270
|
||||
var/maxbodytemp = 325
|
||||
var/heat_damage_per_tick = 3 //amount of damage applied if animal's body temperature is higher than maxbodytemp
|
||||
var/cold_damage_per_tick = 2 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
|
||||
|
||||
//Atmos effect - Yes, you can make creatures that require plasma or co2 to survive. N2O is a trace gas and handled separately, hence why it isn't here. It'd be hard to add it. Hard and me don't mix (Yes, yes make all the dick jokes you want with that.) - Errorage
|
||||
var/min_oxy = 5
|
||||
var/max_oxy = 0 //Leaving something at 0 means it's off - has no maximum
|
||||
var/min_tox = 0
|
||||
var/max_tox = 1
|
||||
var/min_co2 = 0
|
||||
var/max_co2 = 5
|
||||
var/min_n2 = 0
|
||||
var/max_n2 = 0
|
||||
var/unsuitable_atoms_damage = 2 //This damage is taken when atmos doesn't fit all the requirements above
|
||||
|
||||
|
||||
//LETTING SIMPLE ANIMALS ATTACK? WHAT COULD GO WRONG. Defaults to zero so Ian can still be cuddly
|
||||
var/melee_damage_lower = 0
|
||||
var/melee_damage_upper = 0
|
||||
var/attacktext = "attacks"
|
||||
var/attack_sound = null
|
||||
var/friendly = "nuzzles" //If the mob does no damage with it's attack
|
||||
var/wall_smash = 0 //if they can smash walls
|
||||
|
||||
var/speed = 5
|
||||
|
||||
var/can_open_doors = 0 //door opening kind of guy
|
||||
|
||||
var/obj/item/device/radio/headset/l_ear = null
|
||||
@@ -0,0 +1,95 @@
|
||||
|
||||
/mob/living/simple_animal/Life()
|
||||
|
||||
//Health
|
||||
if(stat == DEAD)
|
||||
if(health > 0)
|
||||
icon_state = icon_living
|
||||
stat = CONSCIOUS
|
||||
density = 1
|
||||
return
|
||||
else if(health < 1)
|
||||
Die()
|
||||
else if(health > maxHealth)
|
||||
health = maxHealth
|
||||
|
||||
//Movement
|
||||
if(!ckey && !stop_automated_movement)
|
||||
if(isturf(src.loc) && !resting && !buckled && canmove) //This is so it only moves if it's not inside a closet, gentics machine, etc.
|
||||
turns_since_move++
|
||||
if(turns_since_move >= turns_per_move)
|
||||
Move(get_step(src,pick(cardinal)))
|
||||
turns_since_move = 0
|
||||
|
||||
//Speaking
|
||||
if(!ckey && prob(speak_chance))
|
||||
var/length = (speak ? speak.len : 0) + (emote_see ? emote_see.len : 0) + (emote_hear ? emote_hear.len : 0)
|
||||
if(speak && speak.len && prob((speak.len / length) * 100))
|
||||
src.say_auto(pick(speak))
|
||||
else if(emote_see && emote_see.len && prob((emote_see.len / length) * 100))
|
||||
emote("auto",1,pick(emote_see))
|
||||
else if(emote_hear && emote_hear.len)
|
||||
emote("auto",2,pick(emote_hear))
|
||||
//var/act,var/m_type=1,var/message = null
|
||||
|
||||
//Atmos
|
||||
var/atmos_suitable = 1
|
||||
|
||||
var/atom/A = src.loc
|
||||
if(isturf(A))
|
||||
var/turf/T = A
|
||||
var/areatemp = T.temperature
|
||||
if( abs(areatemp - bodytemperature) > 50 )
|
||||
var/diff = areatemp - bodytemperature
|
||||
diff = diff / 5
|
||||
//world << "changed from [bodytemperature] by [diff] to [bodytemperature + diff]"
|
||||
bodytemperature += diff
|
||||
|
||||
if(istype(T,/turf/simulated))
|
||||
var/turf/simulated/ST = T
|
||||
if(ST.air)
|
||||
var/tox = ST.air.toxins
|
||||
var/oxy = ST.air.oxygen
|
||||
var/n2 = ST.air.nitrogen
|
||||
var/co2 = ST.air.carbon_dioxide
|
||||
|
||||
if(min_oxy)
|
||||
if(oxy < min_oxy)
|
||||
atmos_suitable = 0
|
||||
if(max_oxy)
|
||||
if(oxy > max_oxy)
|
||||
atmos_suitable = 0
|
||||
if(min_tox)
|
||||
if(tox < min_tox)
|
||||
atmos_suitable = 0
|
||||
if(max_tox)
|
||||
if(tox > max_tox)
|
||||
atmos_suitable = 0
|
||||
if(min_n2)
|
||||
if(n2 < min_n2)
|
||||
atmos_suitable = 0
|
||||
if(max_n2)
|
||||
if(n2 > max_n2)
|
||||
atmos_suitable = 0
|
||||
if(min_co2)
|
||||
if(co2 < min_co2)
|
||||
atmos_suitable = 0
|
||||
if(max_co2)
|
||||
if(co2 > max_co2)
|
||||
atmos_suitable = 0
|
||||
|
||||
//Atmos effect
|
||||
if(bodytemperature < minbodytemp)
|
||||
health -= cold_damage_per_tick
|
||||
if(prob(15))
|
||||
emote("auto",1,"shivers![prob(50) ? "[pick(" It seems quite cold."," It seems to be freezing.")]" : ""]")
|
||||
|
||||
else if(bodytemperature > maxbodytemp)
|
||||
health -= heat_damage_per_tick
|
||||
if(prob(15))
|
||||
emote("auto",1,"sweats![prob(50) ? "[pick(" It seems quite hot."," It seems to be burning up.")]" : ""]")
|
||||
|
||||
if(!atmos_suitable)
|
||||
health -= unsuitable_atoms_damage
|
||||
if(prob(15))
|
||||
emote("auto",1,"gasps![prob(50) ? "[pick(" It seems unable to breath."," It seems to be asphyxiating.")]" : ""]")
|
||||
@@ -0,0 +1,219 @@
|
||||
|
||||
/mob/living/simple_animal/Login()
|
||||
if(src && src.client)
|
||||
src.client.screen = null
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/Bumped(AM as mob|obj)
|
||||
if(!AM) return
|
||||
if(isturf(src.loc) && !resting && !buckled)
|
||||
if(ismob(AM))
|
||||
var/newamloc = src.loc
|
||||
src.loc = AM:loc
|
||||
AM:loc = newamloc
|
||||
else
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/gib()
|
||||
if(meat_amount && meat_type)
|
||||
for(var/i = 0; i < meat_amount; i++)
|
||||
new meat_type(src.loc)
|
||||
..()
|
||||
|
||||
/mob/living/simple_animal/say_quote(var/text)
|
||||
if(speak_emote && speak_emote.len)
|
||||
var/emote = pick(speak_emote)
|
||||
if(emote)
|
||||
return "<b>[src]</b> [emote], \"[text]\""
|
||||
return "says, \"[text]\"";
|
||||
|
||||
//when talking, simple_animals can only understand each other
|
||||
/mob/living/simple_animal/say(var/message)
|
||||
for(var/mob/M in view(src,7))
|
||||
if(istype(M, src.type) || M.universal_speak)
|
||||
M << say_quote(message)
|
||||
else
|
||||
M << "<b>[src]</b> [pick("makes some strange noises.","makes some strange noises.","makes some strange noises.","makes a small commotion.","kicks up a fuss about something.")]"
|
||||
return
|
||||
|
||||
//when talking, simple_animals can only understand each other
|
||||
/mob/living/simple_animal/proc/say_auto(var/message)
|
||||
for(var/mob/M in view(src,7))
|
||||
M << "<b>[src]</b> [pick(speak_emote)], \"[message]\""
|
||||
|
||||
/mob/living/simple_animal/emote(var/act,var/m_type=1,var/message = null)
|
||||
switch(act)
|
||||
if ("scream")
|
||||
message = "<B>[src]</B> makes a loud and pained whimper"
|
||||
m_type = 2
|
||||
|
||||
if ("custom")
|
||||
var/input = copytext(sanitize(input("Choose an emote to display.") as text|null),1,MAX_MESSAGE_LEN)
|
||||
if (!input)
|
||||
return
|
||||
var/input2 = input("Is this a visible or hearable emote?") in list("Visible","Hearable")
|
||||
if (input2 == "Visible")
|
||||
m_type = 1
|
||||
else if (input2 == "Hearable")
|
||||
m_type = 2
|
||||
else
|
||||
alert("Unable to use this emote, must be either hearable or visible.")
|
||||
return
|
||||
message = "<B>[src]</B> [input]"
|
||||
|
||||
if ("me")
|
||||
if(silent)
|
||||
return
|
||||
if (src.client && (client.muted || client.muted_complete))
|
||||
src << "You are muted."
|
||||
return
|
||||
if (stat)
|
||||
return
|
||||
if(!(message))
|
||||
return
|
||||
else
|
||||
if(cmptext(copytext(message, 1, 3), "v "))
|
||||
message = "<B>[src]</B> [copytext(message, 3)]"
|
||||
m_type = 1
|
||||
else if(cmptext(copytext(message, 1, 3), "h "))
|
||||
message = "<B>[src]</B> [copytext(message, 3)]"
|
||||
m_type = 2
|
||||
else
|
||||
message = "<B>[src]</B> [message]"
|
||||
if("auto")
|
||||
message = "<B>[src]</B> [message]"
|
||||
/*else
|
||||
if(!message)
|
||||
src << "Invalid Emote: [act]"*/
|
||||
if ((message && src.stat == 0))
|
||||
if (m_type & 1)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message(message, m_type)
|
||||
else
|
||||
for(var/mob/O in hearers(src, null))
|
||||
O.show_message(message, m_type)
|
||||
return
|
||||
|
||||
|
||||
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M as mob)
|
||||
if(M.melee_damage_upper == 0)
|
||||
M.emote("[M.friendly] [src]")
|
||||
else
|
||||
for(var/mob/O in viewers(src, null))
|
||||
O.show_message("\red <B>[M]</B> [M.attacktext] [src]!", 1)
|
||||
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
|
||||
health -= damage
|
||||
|
||||
/mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(!Proj) return
|
||||
src.health -= Proj.damage
|
||||
return 0
|
||||
|
||||
/mob/living/simple_animal/attack_hand(mob/living/carbon/human/M as mob)
|
||||
..()
|
||||
|
||||
switch(M.a_intent)
|
||||
|
||||
if ("help")
|
||||
if (health > 0)
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message("\blue [M] [response_help] [src]")
|
||||
|
||||
if ("grab")
|
||||
if (M == src)
|
||||
return
|
||||
if (nopush)
|
||||
return
|
||||
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab( M )
|
||||
G.assailant = M
|
||||
if (M.hand)
|
||||
M.l_hand = G
|
||||
else
|
||||
M.r_hand = G
|
||||
G.layer = 20
|
||||
G.affecting = src
|
||||
grabbed_by += G
|
||||
G.synch()
|
||||
|
||||
LAssailant = M
|
||||
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message(text("\red [] has grabbed [] passively!", M, src), 1)
|
||||
|
||||
if ("hurt")
|
||||
health -= harm_intent_damage
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message("\red [M] [response_harm] [src]")
|
||||
|
||||
if ("disarm")
|
||||
for(var/mob/O in viewers(src, null))
|
||||
if ((O.client && !( O.blinded )))
|
||||
O.show_message("\blue [M] [response_disarm] [src]")
|
||||
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
|
||||
if(istype(O, /obj/item/stack/medical))
|
||||
if(stat != DEAD)
|
||||
var/obj/item/stack/medical/MED = O
|
||||
if(health < maxHealth)
|
||||
if(MED.amount >= 1)
|
||||
health = min(maxHealth, health + MED.heal_brute)
|
||||
MED.amount -= 1
|
||||
if(MED.amount <= 0)
|
||||
del(MED)
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\blue [user] applies the [MED] on [src]")
|
||||
else
|
||||
user << "\blue this [src] is dead, medical items won't bring it back to life."
|
||||
else
|
||||
if(O.force)
|
||||
health -= O.force
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red \b [src] has been attacked with the [O] by [user]. ")
|
||||
else
|
||||
usr << "\red This weapon is ineffective, it does no damage."
|
||||
for(var/mob/M in viewers(src, null))
|
||||
if ((M.client && !( M.blinded )))
|
||||
M.show_message("\red [user] gently taps [src] with the [O]. ")
|
||||
|
||||
|
||||
/mob/living/simple_animal/movement_delay()
|
||||
return speed
|
||||
|
||||
/mob/living/simple_animal/Stat()
|
||||
..()
|
||||
|
||||
statpanel("Status")
|
||||
stat(null, "Health: [round((health / maxHealth) * 100)]%")
|
||||
|
||||
/mob/living/simple_animal/proc/Die()
|
||||
icon_state = icon_dead
|
||||
stat = DEAD
|
||||
density = 0
|
||||
src << "\red You have died!"
|
||||
verbs -= /mob/living/simple_animal/say
|
||||
return
|
||||
|
||||
/mob/living/simple_animal/ex_act(severity)
|
||||
flick("flash", flash)
|
||||
switch (severity)
|
||||
if (1.0)
|
||||
health -= 500
|
||||
gib()
|
||||
return
|
||||
|
||||
if (2.0)
|
||||
health -= 60
|
||||
|
||||
|
||||
if(3.0)
|
||||
health -= 30
|
||||
|
||||
/proc/issimpleanimal(var/mob/AM)
|
||||
return istype(AM,/mob/living/simple_animal)
|
||||
@@ -1061,8 +1061,8 @@
|
||||
lighting = autoset(lighting, 1)
|
||||
environ = autoset(environ, 1)
|
||||
area.poweralert(0, src)
|
||||
else if(cell.percent() < 30) // <30%, turn off lighting & equipment
|
||||
equipment = autoset(equipment, 2)
|
||||
else if(cell.percent() < 30) // <30%, turn off lighting and only lighting
|
||||
//equipment = autoset(equipment, 2)
|
||||
lighting = autoset(lighting, 2)
|
||||
environ = autoset(environ, 1)
|
||||
area.poweralert(0, src)
|
||||
@@ -1135,6 +1135,7 @@
|
||||
// val 0=off, 1=off(auto) 2=on 3=on(auto)
|
||||
// on 0=off, 1=on, 2=autooff
|
||||
|
||||
// this function needs more freaking documentation
|
||||
/proc/autoset(var/val, var/on)
|
||||
|
||||
if(on==0)
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
// thermo electric generator powered by twinned gas turbines
|
||||
// more realistic than type 2, and also cooler
|
||||
#define ENERGY_TRANSFER_FACTOR 10
|
||||
#define POWER_PRODUCTION_FACTOR 1.25
|
||||
|
||||
/*/obj/machinery/power/generator/verb/set_amount(var/g as num)
|
||||
set src in view(1)
|
||||
|
||||
@@ -31,7 +29,8 @@
|
||||
if(lastgenlev != 0)
|
||||
overlays += image('power.dmi', "teg-op[lastgenlev]")
|
||||
|
||||
#define GENRATE 800 // generator output coefficient from Q
|
||||
#define GENRATE 0.1 // generator output coefficient from Q
|
||||
#define MAX_SAFE_OUTPUT 1000000
|
||||
|
||||
/obj/machinery/power/generator/process()
|
||||
|
||||
@@ -62,7 +61,7 @@
|
||||
var/energy_transfer = delta_temperature*hot_air_heat_capacity*cold_air_heat_capacity/(hot_air_heat_capacity+cold_air_heat_capacity)
|
||||
|
||||
var/heat = energy_transfer*(1-efficiency)
|
||||
lastgen = POWER_PRODUCTION_FACTOR * energy_transfer*efficiency
|
||||
lastgen = energy_transfer * efficiency * GENRATE
|
||||
|
||||
//ENERGY_TRANSFER_FACTOR to beef up the amount of heat passed over
|
||||
hot_air.temperature -= energy_transfer/hot_air_heat_capacity
|
||||
@@ -71,7 +70,18 @@
|
||||
|
||||
//world << "POWER: [lastgen] W generated at [efficiency*100]% efficiency and sinks sizes [cold_air_heat_capacity], [hot_air_heat_capacity]"
|
||||
|
||||
//if producing more than 1 million watts, emit sparks and waste a little power
|
||||
var/runoff = 0
|
||||
if(lastgen > MAX_SAFE_OUTPUT)
|
||||
runoff = lastgen - MAX_SAFE_OUTPUT
|
||||
if( prob(max( 100, (100 * runoff / MAX_SAFE_OUTPUT) )) )
|
||||
lastgen -= rand(1, 10) * (runoff / 100)
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
||||
s.set_up(5, 1, src)
|
||||
s.start()
|
||||
//
|
||||
add_avail(lastgen)
|
||||
|
||||
// update icon overlays only if displayed level has changed
|
||||
|
||||
if(air1)
|
||||
@@ -80,7 +90,7 @@
|
||||
if(air2)
|
||||
circ2.air2.merge(air2)
|
||||
|
||||
var/genlev = max(0, min( round(11*lastgen / 250000), 11))
|
||||
var/genlev = max(0, min( round(11*lastgen / MAX_SAFE_OUTPUT), 11))
|
||||
if(genlev != lastgenlev)
|
||||
lastgenlev = genlev
|
||||
updateicon()
|
||||
@@ -98,6 +108,9 @@
|
||||
|
||||
if(stat & (BROKEN|NOPOWER)) return
|
||||
|
||||
if(lastgenlev > MAX_SAFE_OUTPUT)
|
||||
electrocute_mob(user, get_area(src), src, 0.7)
|
||||
|
||||
interact(user)
|
||||
|
||||
/obj/machinery/power/generator/proc/interact(mob/user)
|
||||
|
||||
@@ -39,16 +39,16 @@
|
||||
if (A)
|
||||
if(ismob(A))
|
||||
toxmob(A)
|
||||
if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/machinery/singularity/)))
|
||||
else if((istype(A,/obj/machinery/the_singularitygen))||(istype(A,/obj/machinery/singularity/)))
|
||||
A:energy += energy
|
||||
// energy = 0 //This breaks the current singularity
|
||||
if( istype(A,/obj/machinery/rust/particle_catcher) )
|
||||
else if( istype(A,/obj/machinery/rust/particle_catcher) )
|
||||
var/obj/machinery/rust/particle_catcher/collided_catcher = A
|
||||
if(particle_type && particle_type != "neutron")
|
||||
if(collided_catcher.AddParticles(particle_type, 1 + additional_particles))
|
||||
collided_catcher.parent.AddEnergy(energy,mega_energy)
|
||||
del (src)
|
||||
if( istype(A,/obj/machinery/rust/core) )
|
||||
else if( istype(A,/obj/machinery/rust/core) )
|
||||
var/obj/machinery/rust/core/collided_core = A
|
||||
if(particle_type && particle_type != "neutron")
|
||||
if(collided_core.AddParticles(particle_type, 1 + additional_particles))
|
||||
@@ -73,6 +73,7 @@
|
||||
proc
|
||||
toxmob(var/mob/living/M)
|
||||
var/radiation = (energy*2)
|
||||
M.adjustToxLoss(radiation)
|
||||
/* if(istype(M,/mob/living/carbon/human))
|
||||
if(M:wear_suit) //TODO: check for radiation protection
|
||||
radiation = round(radiation/2,1)
|
||||
@@ -80,10 +81,10 @@
|
||||
if(M:wear_suit) //TODO: check for radiation protection
|
||||
radiation = round(radiation/2,1)*/
|
||||
if(ionizing)
|
||||
M.apply_effects((radiation*3),IRRADIATE,0)
|
||||
M.apply_effect((radiation*3),IRRADIATE,0)
|
||||
M.updatehealth()
|
||||
else
|
||||
M.apply_effects((radiation*2),IRRADIATE,0)
|
||||
M.apply_effect((radiation*2),IRRADIATE,0)
|
||||
M.updatehealth()
|
||||
//M << "\red You feel odd."
|
||||
return
|
||||
|
||||
@@ -10,11 +10,11 @@
|
||||
icon_state = "smes"
|
||||
density = 1
|
||||
anchored = 1
|
||||
var/output = 50000
|
||||
var/output = 120000
|
||||
var/lastout = 0
|
||||
var/loaddemand = 0
|
||||
var/capacity = 10e6
|
||||
var/charge = 3e6
|
||||
var/charge = 10e6
|
||||
var/charging = 0
|
||||
var/chargemode = 0
|
||||
var/chargecount = 0
|
||||
|
||||
@@ -54,7 +54,7 @@
|
||||
return
|
||||
rpm = 0.9* rpm + 0.1 * rpmtarget
|
||||
var/datum/gas_mixture/environment = inturf.return_air()
|
||||
var/transfer_moles = environment.total_moles/10
|
||||
var/transfer_moles = environment.total_moles/50
|
||||
//var/transfer_moles = rpm/10000*capacity
|
||||
var/datum/gas_mixture/removed = inturf.remove_air(transfer_moles)
|
||||
gas_contained.merge(removed)
|
||||
@@ -274,8 +274,9 @@
|
||||
return
|
||||
user.machine = src
|
||||
|
||||
var/dat = "<TT><B>Gas turbine remote control system</B>"
|
||||
dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A> <A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
var/dat = "<TT><B>Gas turbine remote control system</B>BR"
|
||||
dat += "<A href='?src=\ref[src];refresh=1'>Refresh</A><br>"
|
||||
dat += "<A href='?src=\ref[src];close=1'>Close</A><BR>"
|
||||
dat += "<HR>"
|
||||
|
||||
if(src.doors.len)
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
obj/item/weapon/gun/energy/laser/retro
|
||||
name ="retro laser"
|
||||
icon_state = "retro"
|
||||
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
|
||||
desc = "An older model of the basic lasergun, no longer used by NanoTrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/captain
|
||||
|
||||
@@ -45,7 +45,7 @@ var/list/beam_master = list()
|
||||
beam_master["[icon_state][target_dir]"] = I //And cache it!
|
||||
|
||||
//Finally add the overlay
|
||||
loc.overlays += beam_master["[icon_state][target_dir]"]
|
||||
src.loc.overlays += beam_master["[icon_state][target_dir]"]
|
||||
|
||||
//Add the turf to a list in the beam master so they can be cleaned up easily.
|
||||
if(reference in beam_master)
|
||||
|
||||
@@ -502,22 +502,6 @@
|
||||
H.vent_gas(loc)
|
||||
del(H)
|
||||
|
||||
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
|
||||
if (istype(mover,/obj/item) && mover.throwing)
|
||||
var/obj/item/I = mover
|
||||
if(istype(I, /obj/item/weapon/dummy) || istype(I, /obj/item/projectile))
|
||||
return
|
||||
if(prob(75))
|
||||
I.loc = src
|
||||
for(var/mob/M in viewers(src))
|
||||
M.show_message("\the [I] lands in \the [src].", 3)
|
||||
else
|
||||
for(var/mob/M in viewers(src))
|
||||
M.show_message("\the [I] bounces off of \the [src]'s rim!", 3)
|
||||
return 0
|
||||
else
|
||||
return ..()
|
||||
|
||||
// virtual disposal object
|
||||
// travels through pipes in lieu of actual items
|
||||
// contents will be items flushed by the disposal
|
||||
|
||||
@@ -68,8 +68,8 @@ proc/move_research_shuttle()
|
||||
|
||||
/obj/machinery/computer/research_shuttle/attack_hand(user as mob)
|
||||
src.add_fingerprint(usr)
|
||||
var/dat
|
||||
dat = text("<center>research shuttle:<br> <b><A href='?src=\ref[src];move=[1]'>Send</A></b></center>")
|
||||
var/dat = "<center>Research shuttle: <b><A href='?src=\ref[src];move=1'>Send</A></b></center><br>"
|
||||
|
||||
user << browse("[dat]", "window=researchshuttle;size=200x100")
|
||||
|
||||
/obj/machinery/computer/research_shuttle/Topic(href, href_list)
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
var/effectmode = "aura" // How does it carry out the effect?
|
||||
var/aurarange = 4 // How far the artifact will extend an aura effect.
|
||||
var/list/created_field
|
||||
var/archived_loc
|
||||
|
||||
/datum/artifact_effect/New()
|
||||
//
|
||||
@@ -34,11 +35,19 @@
|
||||
del F
|
||||
|
||||
/datum/artifact_effect/proc/UpdateEffect(var/atom/originator)
|
||||
for(var/obj/effect/energy_field/F in created_field)
|
||||
/*for(var/obj/effect/energy_field/F in created_field)
|
||||
created_field.Remove(F)
|
||||
del F
|
||||
del F*/
|
||||
if(originator.loc != archived_loc)
|
||||
archived_loc = originator.loc
|
||||
update_move(originator)
|
||||
|
||||
for(var/obj/effect/energy_field/E in created_field)
|
||||
if(E.strength < 5)
|
||||
E.Strengthen(0.2)
|
||||
|
||||
/datum/artifact_effect/proc/DoEffect(var/atom/originator)
|
||||
archived_loc = originator.loc
|
||||
if (src.effectmode == "contact")
|
||||
var/mob/user = originator
|
||||
if(!user)
|
||||
@@ -121,7 +130,13 @@
|
||||
return 1
|
||||
else user << "Nothing happens."
|
||||
if("forcefield")
|
||||
var/obj/effect/energy_field/E = new /obj/effect/energy_field(locate(user.x + 2,user.y,user.z))
|
||||
while(created_field.len < 16)
|
||||
var/obj/effect/energy_field/E = new (locate(user.x,user.y,user.z))
|
||||
created_field.Add(E)
|
||||
E.strength = 1
|
||||
E.density = 1
|
||||
E.invisibility = 0
|
||||
/*var/obj/effect/energy_field/E = new /obj/effect/energy_field(locate(user.x + 2,user.y,user.z))
|
||||
E.strength = 1
|
||||
E.invisibility = 0
|
||||
E = new /obj/effect/energy_field(locate(user.x + 2,user.y + 1,user.z))
|
||||
@@ -183,7 +198,7 @@
|
||||
E = new /obj/effect/energy_field(locate(user.x - 1,user.y - 2,user.z))
|
||||
created_field.Add(E)
|
||||
E.strength = 1
|
||||
E.invisibility = 0
|
||||
E.invisibility = 0*/
|
||||
return 1
|
||||
if("teleport")
|
||||
var/list/randomturfs = new/list()
|
||||
@@ -473,3 +488,52 @@
|
||||
sparks.set_up(3, 0, get_turf(originator)) //no idea what the 0 is
|
||||
sparks.start()
|
||||
return 1
|
||||
|
||||
//initially for the force field artifact
|
||||
/datum/artifact_effect/proc/update_move(var/atom/originator)
|
||||
switch(effecttype)
|
||||
if("forcefield")
|
||||
while(created_field.len < 16)
|
||||
//for now, just instantly respawn the fields when they get destroyed
|
||||
var/obj/effect/energy_field/E = new (locate(originator.x,originator.y,originator))
|
||||
created_field.Add(E)
|
||||
E.strength = 1
|
||||
E.density = 1
|
||||
E.invisibility = 0
|
||||
|
||||
var/obj/effect/energy_field/E = created_field[1]
|
||||
E.loc = locate(originator.x + 2,originator.y + 2,originator.z)
|
||||
E = created_field[2]
|
||||
E.loc = locate(originator.x + 2,originator.y + 1,originator.z)
|
||||
E = created_field[3]
|
||||
E.loc = locate(originator.x + 2,originator.y,originator.z)
|
||||
E = created_field[4]
|
||||
E.loc = locate(originator.x + 2,originator.y - 1,originator.z)
|
||||
E = created_field[5]
|
||||
E.loc = locate(originator.x + 2,originator.y - 2,originator.z)
|
||||
E = created_field[6]
|
||||
E.loc = locate(originator.x + 1,originator.y + 2,originator.z)
|
||||
E = created_field[7]
|
||||
E.loc = locate(originator.x + 1,originator.y - 2,originator.z)
|
||||
E = created_field[8]
|
||||
E.loc = locate(originator.x,originator.y + 2,originator.z)
|
||||
E = created_field[9]
|
||||
E.loc = locate(originator.x,originator.y - 2,originator.z)
|
||||
E = created_field[10]
|
||||
E.loc = locate(originator.x - 1,originator.y + 2,originator.z)
|
||||
E = created_field[11]
|
||||
E.loc = locate(originator.x - 1,originator.y - 2,originator.z)
|
||||
E = created_field[12]
|
||||
E.loc = locate(originator.x - 2,originator.y + 2,originator.z)
|
||||
E = created_field[13]
|
||||
E.loc = locate(originator.x - 2,originator.y + 1,originator.z)
|
||||
E = created_field[14]
|
||||
E.loc = locate(originator.x - 2,originator.y,originator.z)
|
||||
E = created_field[15]
|
||||
E.loc = locate(originator.x - 2,originator.y - 1,originator.z)
|
||||
E = created_field[16]
|
||||
E.loc = locate(originator.x - 2,originator.y - 2,originator.z)
|
||||
|
||||
/*for(var/obj/effect/energy_field/F in created_field)
|
||||
created_field.Remove(F)
|
||||
del F*/
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
icon_state = "ano[icon_num]0"
|
||||
|
||||
// Low-ish random chance to not look like it's origin
|
||||
if(prob(20)) src.icon_state = pick("ano0","ano1","ano2","ano3","ano4","ano5")
|
||||
if(prob(20)) src.icon_state = pick("ano00","ano10","ano20","ano30","ano40","ano50")
|
||||
|
||||
// Power randomisation
|
||||
my_effect.trigger = pick("force","energy","chemical","heat","touch")
|
||||
@@ -87,6 +87,10 @@
|
||||
display_id += "-"
|
||||
display_id += num2text(rand(100,999))
|
||||
|
||||
/obj/machinery/artifact/Del()
|
||||
..()
|
||||
my_effect.HaltEffect()
|
||||
|
||||
/obj/machinery/artifact/attack_hand(var/mob/user as mob)
|
||||
if (istype(user, /mob/living/silicon/ai) || istype(user, /mob/dead/)) return
|
||||
if (istype(user, /mob/living/silicon/robot))
|
||||
@@ -176,14 +180,14 @@
|
||||
chargetime -= 1
|
||||
else
|
||||
src.charged = 1
|
||||
my_effect.HaltEffect(src.loc)
|
||||
|
||||
my_effect.UpdateEffect(src.loc)
|
||||
|
||||
//activate
|
||||
if(src.charged && my_effect.DoEffect(src))
|
||||
src.charged = 0
|
||||
src.chargetime = src.recharge
|
||||
if( (my_effect.effectmode == "pulse" || my_effect.effecttype == "worldpulse") && activated)
|
||||
if(src.charged && my_effect.DoEffect(src))
|
||||
src.charged = 0
|
||||
src.chargetime = src.recharge
|
||||
|
||||
/obj/machinery/artifact/proc/Artifact_Activate()
|
||||
src.activated = !src.activated
|
||||
@@ -226,6 +230,11 @@
|
||||
// this was used in QM for a time but it fell into disuse and wasn't removed, the purpose being to check if an artifact
|
||||
// was benevolent or malicious, to determine whether QMs would be paid or punished for shipping it
|
||||
|
||||
/obj/machinery/artifact/Move()
|
||||
..()
|
||||
my_effect.update_move(src, src.loc)
|
||||
|
||||
|
||||
/proc/artifact_checkgood(var/datum/artifact_effect/A)
|
||||
switch(A.effecttype)
|
||||
if("healing") return 1
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
|
||||
/* --- Traffic Control Scripting Language --- */
|
||||
// Nanotrasen TCS Language - Made by Doohl
|
||||
// NanoTrasen TCS Language - Made by Doohl
|
||||
|
||||
/n_Interpreter/TCS_Interpreter
|
||||
var/datum/TCS_Compiler/Compiler
|
||||
|
||||
Reference in New Issue
Block a user