Merge pull request #21 from ZomgPonies/master

Merge from Master
This commit is contained in:
Fox-McCloud
2014-10-25 22:11:06 -04:00
12 changed files with 175 additions and 25 deletions
+17
View File
@@ -144,6 +144,23 @@ var/list/uplink_items = list()
cost = 2
job = list("Janitor")
//Medical
/datum/uplink_item/jobspecific/rad_laser
name = "Radiation Laser"
desc = "A radiation laser concealed inside of a Health Analyser, After a moderate delay, causes temporary collapse and radiation. Has adjustable controls, but will not function as a regular health analyzer, only appears like one. May not function correctly on radiation resistent humanoids!"
item = /obj/item/device/rad_laser
cost = 3
job = list(
"Chief Medical Officer",
"Medical Doctor",
//"Geneticist",
//"Psychiatrist",
//"Chemist",
//"Paramedic",
"Virologist"
)
//Assistant
+2 -1
View File
@@ -45,7 +45,7 @@ var/global/list/autolathe_recipes = list( \
new /obj/item/weapon/rcd_ammo(), \
new /obj/item/ammo_casing/shotgun/beanbag(), \
new /obj/item/weapon/storage/box/blanks(), \
new /obj/item/ammo_casing/shotgun(), \
new /obj/item/weapon/storage/box/gauge(), \
new /obj/item/ammo_casing/shotgun/incendiary(), \
new /obj/item/ammo_box/c38(), \
new /obj/item/ammo_box/a357(), \
@@ -63,6 +63,7 @@ var/global/list/autolathe_recipes_hidden = list( \
new /obj/item/device/radio/electropack(), \
new /obj/item/weapon/weldingtool/largetank(), \
new /obj/item/weapon/handcuffs(), \
new /obj/item/weapon/hatchet(), \
/*new /obj/item/ammo_casing/shotgun/dart(), \
new /obj/item/weapon/shield/riot(), */ \
)
+1 -1
View File
@@ -862,7 +862,7 @@
/obj/item/clothing/under/sexyclown = 1,/obj/item/clothing/mask/gas/sexymime = 1,/obj/item/clothing/under/sexymime = 1,/obj/item/clothing/suit/apron/overalls = 1,
/obj/item/clothing/head/rabbitears =1) //Pretty much everything that had a chance to spawn.
contraband = list(/obj/item/clothing/suit/cardborg = 1,/obj/item/clothing/head/cardborg = 1,/obj/item/clothing/suit/judgerobe = 1,/obj/item/clothing/head/powdered_wig = 1,/obj/item/weapon/gun/magic/wand = 1)
premium = list(/obj/item/clothing/suit/hgpirate = 1, /obj/item/clothing/head/hgpiratecap = 1, /obj/item/clothing/head/helmet/roman = 1, /obj/item/clothing/head/helmet/roman/legionaire = 1, /obj/item/clothing/under/roman = 1, /obj/item/clothing/shoes/roman = 1, /obj/item/weapon/shield/riot/roman = 1)
premium = list(/obj/item/clothing/suit/hgpirate = 1, /obj/item/clothing/head/hgpiratecap = 1, /obj/item/clothing/head/helmet/roman = 1, /obj/item/clothing/head/helmet/roman/legionaire = 1, /obj/item/clothing/under/roman = 1, /obj/item/clothing/shoes/roman = 1)
refill_canister = /obj/item/weapon/vending_refill/autodrobe
/obj/machinery/vending/dinnerware
name = "Dinnerware"
+1
View File
@@ -1,6 +1,7 @@
/obj/item
name = "item"
icon = 'icons/obj/items.dmi'
var/discrete = 0 // used in item_attack.dm to make an item not show an attack message to viewers
var/icon/blood_overlay = null //this saves our blood splatter overlay, which will be processed not to go over the edges of the sprite
var/blood_overlay_color = null
var/abstract = 0
@@ -60,5 +60,92 @@ effective or pretty fucking useless.
icon_state = "battererburnt"
/*
The radioactive microlaser, a device disguised as a health analyzer used to irradiate people.
The strength of the radiation is determined by the 'intensity' setting, while the delay between
the scan and the irradiation kicking in is determined by the wavelength.
Each scan will cause the microlaser to have a brief cooldown period. Higher intensity will increase
the cooldown, while higher wavelength will decrease it.
Wavelength is also slightly increased by the intensity as well.
*/
/obj/item/device/rad_laser
name = "Health Analyzer"
icon_state = "health"
item_state = "analyzer"
desc = "A hand-held body scanner able to distinguish vital signs of the subject. A strange microlaser is hooked on to the scanning end."
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
discrete = 1 // Makes the item not give an attack log message for viewers.
throwforce = 3
w_class = 1.0
throw_speed = 5
throw_range = 10
m_amt = 200
origin_tech = "magnets=3;biotech=5;syndicate=3"
var/intensity = 5 // how much damage the radiation does
var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
var/used = 0 // is it cooling down?
/obj/item/device/rad_laser/attack(mob/living/M as mob, mob/living/user as mob)
if(!used)
..()
user.visible_message("<span class='notice'> [user] has analyzed [M]'s vitals.","<span class='notice'> You have analyzed [M]'s vitals.")
var/cooldown = round(max(100,(((intensity*8)-(wavelength/2))+(intensity*2))*10))
used = 1
icon_state = "health1"
handle_cooldown(cooldown) // splits off to handle the cooldown while handling wavelength
spawn((wavelength+(intensity*4))*10)
if(M)
if(intensity >= 5)
M.apply_effect(round(intensity/1.5), PARALYZE)
M.apply_effect(intensity*10, IRRADIATE)
else
user << "<span class='danger'>The radioactive microlaser is still recharging.</span>"
/obj/item/device/rad_laser/proc/handle_cooldown(var/cooldown)
spawn(cooldown)
used = 0
icon_state = "health"
/obj/item/device/rad_laser/attack_self(mob/user as mob)
..()
interact(user)
/obj/item/device/rad_laser/interact(mob/user as mob)
user.set_machine(src)
var/cooldown = round(max(10,((intensity*8)-(wavelength/2))+(intensity*2)))
var/dat = {"
Radiation Intensity: <A href='?src=\ref[src];radint=-5'>-</A><A href='?src=\ref[src];radint=-1'>-</A> [intensity] <A href='?src=\ref[src];radint=1'>+</A><A href='?src=\ref[src];radint=5'>+</A><BR>
Radiation Wavelength: <A href='?src=\ref[src];radwav=-5'>-</A><A href='?src=\ref[src];radwav=-1'>-</A> [(wavelength+(intensity*4))] <A href='?src=\ref[src];radwav=1'>+</A><A href='?src=\ref[src];radwav=5'>+</A><BR>
Laser Cooldown: [cooldown] Seconds<BR>
"}
var/datum/browser/popup = new(user, "radlaser", "Radioactive Microlaser Interface", 400, 240)
popup.set_content(dat)
popup.open()
/obj/item/device/rad_laser/Topic(href, href_list)
if(!in_range(src, usr) || issilicon(usr) || !usr.canmove || usr.restrained())
return 1
usr.set_machine(src)
if(href_list["radint"])
var/amount = text2num(href_list["radint"])
amount += intensity
intensity = max(1,(min(10,amount)))
else if(href_list["radwav"])
var/amount = text2num(href_list["radwav"])
amount += wavelength
wavelength = max(1,(min(120,amount)))
//updateUsrDialog()
interact(usr)
add_fingerprint(usr)
return
@@ -38,11 +38,6 @@
if(crit_fail)
user << "\red The Bluespace generator isn't working."
return
if(istype(W, /obj/item/weapon/storage/backpack/holding) && !W.crit_fail)
user << "\red The Bluespace interfaces of the two devices conflict and malfunction."
del(W)
return
//BoH+BoH=Singularity, commented out.
if(istype(W, /obj/item/weapon/storage/backpack/holding) && !W.crit_fail)
investigate_log("has become a singularity. Caused by [user.key]","singulo")
user << "\red The Bluespace interfaces of the two devices catastrophically malfunction!"
@@ -167,6 +167,21 @@
new /obj/item/ammo_casing/shotgun/birdshot(src)
/obj/item/weapon/storage/box/gauge
name = "box of 12 gauge slugs"
desc = "It has a picture of a gun and several warning symbols on the front."
m_amt = 50000
New()
..()
new /obj/item/ammo_casing/shotgun(src)
new /obj/item/ammo_casing/shotgun(src)
new /obj/item/ammo_casing/shotgun(src)
new /obj/item/ammo_casing/shotgun(src)
new /obj/item/ammo_casing/shotgun(src)
new /obj/item/ammo_casing/shotgun(src)
new /obj/item/ammo_casing/shotgun(src)
/obj/item/weapon/storage/box/flashbangs
name = "box of flashbangs (WARNING)"
+1
View File
@@ -319,6 +319,7 @@
throw_range = 4
sharp = 1
edge = 1
m_amt = 10000
origin_tech = "materials=2;combat=1"
attack_verb = list("chopped", "torn", "cut")
@@ -239,11 +239,11 @@ emp_act
emag.uses--
affecting.sabotaged = 1
return 1
if(I.attack_verb.len)
visible_message("\red <B>[src] has been [pick(I.attack_verb)] in the [hit_area] with [I.name] by [user]!</B>")
else
visible_message("\red <B>[src] has been attacked in the [hit_area] with [I.name] by [user]!</B>")
if(! I.discrete)
if(I.attack_verb.len)
visible_message("\red <B>[src] has been [pick(I.attack_verb)] in the [hit_area] with [I.name] by [user]!</B>")
else
visible_message("\red <B>[src] has been attacked in the [hit_area] with [I.name] by [user]!</B>")
var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].")
var/weapon_sharp = is_sharp(I)
+44 -11
View File
@@ -1442,6 +1442,37 @@ datum/design/noreactbeaker
reliability_base = 76
build_path = "/obj/item/weapon/reagent_containers/glass/beaker/noreact"
category = "Misc"
datum/design/implant_free
name = "freedom implant"
desc = "Use this to escape from those evil Red Shirts."
id = "implant_free"
req_tech = list("syndicate" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/weapon/implant/freedom"
datum/design/implant_chem
name = "chemical implant"
desc = "Injects things."
id = "implant_chem"
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/weapon/implant/chem"
locked = 1
datum/design/implant_loyal
name = "loyalty implant"
desc = "Makes you loyal or such."
id = "implant_loyal"
req_tech = list("materials" = 2, "biotech" = 3)
build_type = PROTOLATHE
materials = list("$metal" = 7000, "$glass" = 7000)
build_path = "/obj/item/weapon/implant/loyalty"
locked = 1
/////////////////////////////////////////
/////////////////Weapons/////////////////
/////////////////////////////////////////
@@ -1505,6 +1536,7 @@ datum/design/rapidsyringe
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1000)
build_path = "/obj/item/weapon/gun/syringe/rapidsyringe"
locked = 1
datum/design/largecrossbow
name = "Energy Crossbow"
@@ -1517,7 +1549,7 @@ datum/design/largecrossbow
datum/design/temp_gun
name = "Temperature Gun"
desc = "A gun that shoots temperature bullet energythings to change temperature."//Change it if you want
desc = "A gun that shoots temperature bullet energy things to change temperature."//Change it if you want
id = "temp_gun"
req_tech = list("combat" = 3, "materials" = 4, "powerstorage" = 3, "magnets" = 2)
build_type = PROTOLATHE
@@ -1534,15 +1566,6 @@ datum/design/flora_gun
materials = list("$metal" = 2000, "$glass" = 500, "mutagen" = 50)
build_path = "/obj/item/weapon/gun/energy/floragun"
datum/design/portaseed
name = "Portaseeder"
desc = "An advanced hydroponics tool used for harvesting produce and extracting seeds."
id = "portaseed"
req_tech = list("materials" = 2, "biotech" = 3, "powerstorage" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 500, "$glass" = 500)
build_path = "/obj/item/weapon/storage/bag/plants/portaseeder"
datum/design/large_grenade
name = "Large Grenade"
desc = "A grenade that affects a larger area and use larger containers."
@@ -1618,6 +1641,7 @@ datum/design/plasmapistol
build_type = PROTOLATHE
materials = list("$metal" = 5000, "$glass" = 1000, "$plasma" = 3000)
build_path = "/obj/item/weapon/gun/energy/toxgun"
locked = 1
/////////////////////////////////////////
/////////////////Armor///////////////////
@@ -1631,6 +1655,7 @@ datum/design/powerarmor
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 4000)
build_path = /obj/item/clothing/suit/space/powered
locked = 1
datum/design/powerarmor_helmet
name = "Powered armor helmet"
@@ -1640,6 +1665,7 @@ datum/design/powerarmor_helmet
build_type = PROTOLATHE
materials = list("$metal" = 3750, "$glass" = 3750, "$plasteel" = 2000)
build_path = /obj/item/clothing/head/space/powered
locked = 1
datum/design/powerarmor_gloves
name = "Powered armor gloves"
@@ -1649,6 +1675,7 @@ datum/design/powerarmor_gloves
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 2000)
build_path = /obj/item/clothing/gloves/powered
locked = 1
datum/design/powerarmor_boots
name = "Powered armor boots"
@@ -1658,6 +1685,7 @@ datum/design/powerarmor_boots
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 2000)
build_path = /obj/item/clothing/shoes/powered
locked = 1
datum/design/powerarmor_plasma
name = "Powered armor miniaturized plasma generator"
@@ -1667,6 +1695,7 @@ datum/design/powerarmor_plasma
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasma" = 4000)
build_path = /obj/item/powerarmor/power/plasma
locked = 1
datum/design/powerarmor_cell
name = "Powered armor powercell interface"
@@ -1676,6 +1705,7 @@ datum/design/powerarmor_cell
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$silver" = 4000)
build_path = /obj/item/powerarmor/power/powercell
locked = 1
datum/design/powerarmor_nuclear
name = "Powered armor miniaturized nuclear generator"
@@ -1685,6 +1715,7 @@ datum/design/powerarmor_nuclear
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$uranium" = 4000)
build_path = /obj/item/powerarmor/power/nuclear
locked = 1
datum/design/powerarmor_reactive
name = "Powered armor reactive plating"
@@ -1694,6 +1725,7 @@ datum/design/powerarmor_reactive
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$diamond" = 4000)
build_path = /obj/item/powerarmor/reactive
locked = 1
datum/design/powerarmor_servos
name = "Powered armor servos"
@@ -1703,6 +1735,7 @@ datum/design/powerarmor_servos
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 4000)
build_path = /obj/item/powerarmor/servos
locked = 1
datum/design/powerarmor_atmoseal
name = "Powered armor atmospheric seal"
@@ -1712,6 +1745,7 @@ datum/design/powerarmor_atmoseal
build_type = PROTOLATHE
materials = list("$metal" = 7500, "$plasteel" = 4000)
build_path = /obj/item/powerarmor/atmoseal
locked = 1
/////////////////////////////////////////
/////////////////Mining//////////////////
@@ -1854,7 +1888,6 @@ datum/design/security_hud
build_type = PROTOLATHE
materials = list("$metal" = 50, "$glass" = 50)
build_path = "/obj/item/clothing/glasses/hud/security"
locked = 1
/////////////////////////////////////////
//////////////////Test///////////////////
+2 -2
View File
@@ -391,10 +391,10 @@ won't update every console in existence) but it's more of a hassle to do. Also,
new_item.investigate_log("built by [key]","singulo")
new_item.reliability = being_built.reliability
if(linked_lathe.hacked) being_built.reliability = max((reliability / 2), 0)
/* if(being_built.locked)
if(being_built.locked)
var/obj/item/weapon/storage/lockbox/L = new/obj/item/weapon/storage/lockbox(linked_lathe.loc)
new_item.loc = L
L.name += " ([new_item.name])"*/
L.name += " ([new_item.name])"
else
new_item.loc = linked_lathe.loc
linked_lathe.busy = 0
Binary file not shown.

Before

Width:  |  Height:  |  Size: 23 KiB

After

Width:  |  Height:  |  Size: 24 KiB