Nuke Ops Rework Phase 2

This commit is contained in:
Fox-McCloud
2014-11-05 06:56:46 -05:00
parent 165639cd2c
commit dd200af4bf
45 changed files with 545 additions and 99 deletions
+94 -61
View File
@@ -102,7 +102,7 @@ var/list/uplink_items = list()
name = "1 Banana Grenade"
desc = "A grenade that explodes into HONK! brand banana peels that are genetically modified to be extra slippery and extrude caustic acid when stepped on"
item = /obj/item/weapon/grenade/clown_grenade
cost = 4
cost = 8
job = list("Clown")
//Detective
@@ -110,14 +110,14 @@ var/list/uplink_items = list()
name = "Evidence Forger"
desc = "An evidence scanner that allows you forge evidence by setting the output before scanning the item."
item = /obj/item/device/detective_scanner/forger
cost = 3
cost = 6
job = list("Detective")
/datum/uplink_item/jobspecific/conversionkit
name = "Conversion Kit Bundle"
desc = "A bundle that comes with a professional revolver conversion kit and 1 box of .357 ammo. The kit allows you to convert your revolver to fire lethal rounds or vice versa, modification is nearly perfect and will not result in catastrophic failure."
item = /obj/item/weapon/storage/box/syndie_kit/conversion
cost = 6
cost = 12
job = list("Detective")
//Chef
@@ -125,14 +125,14 @@ var/list/uplink_items = list()
name = "Chef Excellence's Special Sauce"
desc = "A custom made sauce made from the toxin glands of 1000 space carp, if somebody ingests enough they'll be dead in 3 minutes or less guaranteed."
item = /obj/item/weapon/reagent_containers/food/condiment/syndisauce
cost = 2
cost = 4
job = list("Chef")
/datum/uplink_item/jobspecific/meatcleaver
name = "Meat Cleaver"
desc = "A mean looking meat cleaver that does damage comparable to an Energy Sword but with the added benefit of chopping your victim into hunks of meat after they've died and the chance to stun when thrown."
item = /obj/item/weapon/butch/meatcleaver
cost = 5
cost = 10
job = list("Chef")
//Janitor
@@ -141,7 +141,7 @@ var/list/uplink_items = list()
name = "Proximity Mine"
desc = "An Anti-Personnel proximity mine cleverly disguised as a wet floor caution sign that is triggered by running past it, activate it to start the 15 second timer and activate again to disarm."
item = /obj/item/weapon/caution/proximity_sign
cost = 2
cost = 4
job = list("Janitor")
//Medical
@@ -151,7 +151,7 @@ var/list/uplink_items = list()
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
cost = 6
job = list(
"Chief Medical Officer",
"Medical Doctor",
@@ -169,7 +169,7 @@ var/list/uplink_items = list()
name = "Pickpocket's Gloves"
desc = "A pair of sleek gloves to aid in pickpocketing, while wearing these you can see inside the pockets of any unsuspecting mark, loot the ID or pockets without them knowing, and pickpocketing puts the item directly into your hand."
item = /obj/item/clothing/gloves/black/thief
cost = 3
cost = 6
job = list("Civilian")
/*
@@ -185,7 +185,7 @@ var/list/uplink_items = list()
name = "Boozey Shotgun Shells"
desc = "A box containing 6 shotgun shells that simulate the effects of extreme drunkeness on the target, more effective for each type of alcohol in the target's system."
item = /obj/item/weapon/storage/box/syndie_kit/boolets
cost = 3
cost = 6
job = list("Bartender")
//Engineer
@@ -194,7 +194,7 @@ var/list/uplink_items = list()
name = "Power Gloves"
desc = "Insulated gloves that can utilize the power of the station to deliver a short arc of electricity at a target. Must be standing on a powered cable to use."
item = /obj/item/clothing/gloves/yellow/power
cost = 7
cost = 14
job = list("Station Engineer","Chief Engineer")
// DANGEROUS WEAPONS
@@ -206,45 +206,45 @@ var/list/uplink_items = list()
name = "Fully Loaded Revolver"
desc = "A traditional handgun which fires .357 rounds. Has 7 chambers. Can down an unarmoured target with two shots."
item = /obj/item/weapon/gun/projectile/revolver
cost = 6
cost = 13
/datum/uplink_item/dangerous/pistol
name = "Stechkin Pistol"
desc = "A small, easily concealable handgun that uses 10mm magazines and is compatible with suppressors."
item = /obj/item/weapon/gun/projectile/automatic/pistol
cost = 4
cost = 9
/datum/uplink_item/dangerous/smg
name = "C-20r Submachine Gun"
desc = "A fully-loaded Scarborough Arms-developed submachine gun that fires 12mm automatic rounds with a 20-round magazine."
item = /obj/item/weapon/gun/projectile/automatic/c20r
cost = 7
cost = 14
gamemodes = list("nuclear emergency")
/datum/uplink_item/dangerous/machinegun
name = "L6 Squad Automatic Weapon"
desc = "A traditionally constructed machine gun made by AA-2531. This deadly weapon has a massive 50-round magazine of 7.62×51mm ammunition."
item = /obj/item/weapon/gun/projectile/automatic/l6_saw
cost = 20
cost = 40
gamemodes = list("nuclear emergency")
/datum/uplink_item/dangerous/crossbow
name = "Energy Crossbow"
desc = "A miniature energy crossbow that is small enough both to fit into a pocket and to slip into a backpack unnoticed by observers. Fires bolts tipped with toxin, a poisonous substance that is the product of a living organism. Stuns enemies for a short period of time. Recharges automatically."
item = /obj/item/weapon/gun/energy/crossbow
cost = 5
cost = 12
/datum/uplink_item/dangerous/sword
name = "Energy Sword"
desc = "The esword is an edged weapon with a blade of pure energy. The sword is small enough to be pocketed when inactive. Activating it produces a loud, distinctive noise."
item = /obj/item/weapon/melee/energy/sword
cost = 4
cost = 8
/datum/uplink_item/dangerous/manhacks
name = "Viscerator Delivery Grenade"
desc = "A unique grenade that deploys a swarm of viscerators upon activation, which will chase down and shred any non-operatives in the area."
item = /obj/item/weapon/grenade/spawnergrenade/manhacks
cost = 4
cost = 8
gamemodes = list("nuclear emergency")
/datum/uplink_item/dangerous/bioterror
@@ -252,34 +252,34 @@ var/list/uplink_items = list()
desc = "A chemical sprayer that allows a wide dispersal of selected chemicals. Especially tailored by the Tiger Cooperative, the deadly blend it comes stocked with will disorient, damage, and disable your foes... \
Use with extreme caution, to prevent exposure to yourself and your fellow operatives."
item = /obj/item/weapon/reagent_containers/spray/chemsprayer/bioterror
cost = 10
cost = 20
gamemodes = list("nuclear emergency")
/datum/uplink_item/dangerous/emp
name = "5 EMP Grenades"
desc = "A box that contains 5 EMP grenades. Useful to disrupt communication and silicon lifeforms."
item = /obj/item/weapon/storage/box/emps
cost = 3
cost = 5
/datum/uplink_item/dangerous/syndicate_minibomb
name = "Syndicate Minibomb"
desc = "The Minibomb is a grenade with a five-second fuse."
item = /obj/item/weapon/grenade/syndieminibomb
cost = 3
cost = 6
/datum/uplink_item/dangerous/gygax
name = "Gygax Exosuit"
desc = "A lightweight exosuit, painted in a dark scheme. Its speed and equipment selection make it excellent for hit-and-run style attacks. \
This model lacks a method of space propulsion, and therefore it is advised to repair the mothership's teleporter if you wish to make use of it."
item = /obj/mecha/combat/gygax/dark/loaded
cost = 45
cost = 90
gamemodes = list("nuclear emergency")
/datum/uplink_item/dangerous/mauler
name = "Mauler Exosuit"
desc = "A massive and incredibly deadly Syndicate exosuit. Features long-range targetting, thrust vectoring, and deployable smoke."
item = /obj/mecha/combat/marauder/mauler/loaded
cost = 70
cost = 140
gamemodes = list("nuclear emergency")
// Ammunition
@@ -291,7 +291,7 @@ var/list/uplink_items = list()
name = "Ammo-357"
desc = "A box that contains seven additional rounds for the revolver, made using an automatic lathe."
item = /obj/item/ammo_box/a357
cost = 2
cost = 4
/datum/uplink_item/ammo/pistol
name = "Ammo-10mm"
@@ -303,14 +303,35 @@ var/list/uplink_items = list()
name = "Ammo-12mm"
desc = "A 20-round 12mm magazine for use in the C-20r submachine gun."
item = /obj/item/ammo_box/magazine/m12mm
cost = 1
cost = 2
gamemodes = list("nuclear emergency")
/datum/uplink_item/ammo/machinegun
name = "Ammo-7.62×51mm"
desc = "A 50-round magazine of 7.62×51mm ammunition for use in the L6 SAW machinegun. By the time you need to use this, you'll already be on a pile of corpses."
item = /obj/item/ammo_box/magazine/m762
cost = 6
cost = 12
gamemodes = list("nuclear emergency")
/datum/uplink_item/ammo/bullstun
name = "Ammo-12g Stun Slug"
desc = "An additional 8-round stun slug magazine for use in the Bulldog shotgun. Saying that they're non-lethal would be lying."
item = /obj/item/ammo_box/magazine/m12g
cost = 2
gamemodes = list("nuclear emergency")
/datum/uplink_item/ammo/bullbuck
name = "Ammo-12g Buckshot"
desc = "An alternative 8-round buckshot magazine for use in the Bulldog shotgun. Front towards enemy."
item = /obj/item/ammo_box/magazine/m12g/buckshot
cost = 2
gamemodes = list("nuclear emergency")
/datum/uplink_item/ammo/bulldragon
name = "Ammo-12g Dragon's Breath"
desc = "An alternative 8-round dragon's breath magazine for use in the Bulldog shotgun. I'm a fire starter, twisted fire starter!"
item = /obj/item/ammo_box/magazine/m12g/dragon
cost = 3
gamemodes = list("nuclear emergency")
@@ -323,7 +344,7 @@ var/list/uplink_items = list()
name = "Paralysis Pen"
desc = "A syringe disguised as a functional pen, filled with a neuromuscular-blocking drug that renders a target mute on injection that will eventually cause them to pass out. The pen holds one dose of paralyzing agent,though it can be refilled."
item = /obj/item/weapon/pen/paralysis
cost = 4
cost = 8
/datum/uplink_item/stealthy_weapons/soap
name = "Syndicate Soap"
@@ -335,7 +356,7 @@ var/list/uplink_items = list()
name = "Detomatix PDA Cartridge"
desc = "When inserted into a personal digital assistant, this cartridge gives you five opportunities to detonate PDAs of crewmembers who have their message feature enabled. The concussive effect from the explosion will knock the recipient out for a short period, and deafen them for longer. It has a chance to detonate your PDA."
item = /obj/item/weapon/cartridge/syndicate
cost = 3 */
cost = 6 */
// Commented out until a fix can be found, currently doesn't work with the PDA NanoUI and people keep wasting Telecrystals on it. -- Dave
@@ -343,7 +364,7 @@ var/list/uplink_items = list()
name = "Stetchkin Silencer"
desc = "Fitted for use on the Stetchkin pistol, this silencer will make its shots quieter when equipped onto it."
item = /obj/item/weapon/silencer
cost = 2
cost = 3
// STEALTHY TOOLS
@@ -354,7 +375,7 @@ var/list/uplink_items = list()
name = "Chameleon Jumpsuit"
desc = "A jumpsuit used to imitate the uniforms of Nanotrasen crewmembers."
item = /obj/item/clothing/under/chameleon
cost = 3
cost = 4
/datum/uplink_item/stealthy_tools/chameleon_stamp
name = "Chameleon Stamp"
@@ -367,30 +388,36 @@ var/list/uplink_items = list()
name = "No-Slip Syndicate Shoes"
desc = "These allow you to run on wet floors. They do not work on lubricated surfaces."
item = /obj/item/clothing/shoes/syndigaloshes
cost = 2
cost = 4
/datum/uplink_item/stealthy_tools/agent_card
name = "Agent ID Card"
desc = "Agent cards prevent artificial intelligences from tracking the wearer, and can copy access from other identification cards. The access is cumulative, so scanning one card does not erase the access gained from another."
item = /obj/item/weapon/card/id/syndicate
cost = 2
cost = 3
/datum/uplink_item/stealthy_tools/voice_changer
name = "Voice Changer"
desc = "A conspicuous gas mask that mimics the voice named on your identification card. When no identification is worn, the mask will render your voice unrecognizable."
item = /obj/item/clothing/mask/gas/voice
cost = 4
cost = 5
/datum/uplink_item/stealthy_tools/chameleon_proj
name = "Chameleon-Projector"
desc = "Projects an image across a user, disguising them as an object scanned with it, as long as they don't move the projector from their hand. The disguised user cannot run and rojectiles pass over them."
item = /obj/item/device/chameleon
cost = 4
cost = 7
/datum/uplink_item/stealthy_tools/dnascrambler
name = "DNA Scrambler"
desc = "A syringe with one injection that randomizes appearance and name upon use. A cheaper but less versatile alternative to an agent card and voice changer."
item = /obj/item/weapon/dnascrambler
cost = 4
/datum/uplink_item/stealthy_tools/smugglersatchel
name = "Smuggler's Satchel"
desc = "This satchel is thin enough to be hidden in the gap between plating and tiling, great for stashing your stolen goods. Comes with a crowbar and a floor tile inside."
item = /obj/item/weapon/storage/backpack/satchel_flat
cost = 2
// DEVICE AND TOOLS
@@ -403,7 +430,7 @@ var/list/uplink_items = list()
name = "Cryptographic Sequencer"
desc = "The emag is a small card that unlocks hidden functions in electronic devices, subverts intended functions and characteristically breaks security mechanisms."
item = /obj/item/weapon/card/emag
cost = 3
cost = 6
/datum/uplink_item/device_tools/toolbox
name = "Fully Loaded Toolbox"
@@ -414,105 +441,111 @@ var/list/uplink_items = list()
/datum/uplink_item/device_tools/medkit
name = "Syndicate Medical Supply Kit"
desc = "A basic medical kit for treating injuries in the field."
item = /obj/item/weapon/storage/firstaid/adv
cost = 3
desc = "The syndicate medkit is a suspicious black and red. Included is a combat stimulant injector for rapid healing, a medical hud for quick identification of injured comrades, \
and other medical supplies helpful for a medical field operative."
item = /obj/item/weapon/storage/firstaid/tactical
cost = 9
gamemodes = list("nuclear emergency")
/datum/uplink_item/device_tools/space_suit
name = "Space Suit"
desc = "The red syndicate space suit is less encumbering than Nanotrasen variants, fits inside bags, and has a weapon slot. Nanotrasen crewmembers are trained to report red space suit sightings."
item = /obj/item/weapon/storage/box/syndie_kit/space
cost = 3
cost = 5
/datum/uplink_item/device_tools/thermal
name = "Thermal Imaging Glasses"
desc = "These glasses are thermals disguised as engineers' optical meson scanners. They allow you to see organisms through walls by capturing the upper portion of the infrared light spectrum, emitted as heat and light by objects. Hotter objects, such as warm bodies, cybernetic organisms and artificial intelligence cores emit more of this light than cooler objects like walls and airlocks."
item = /obj/item/clothing/glasses/thermal/syndi
cost = 3
cost = 6
/datum/uplink_item/device_tools/surveillance
name = "Camera Surveillance Kit"
desc = "This kit contains 5 Camera bugs and one mobile receiver. Attach camera bugs to a camera to enable remote viewing."
item = /obj/item/weapon/storage/box/syndie_kit/surveillance
cost = 3
cost = 5
/datum/uplink_item/device_tools/camerabugs
name = "Camera Bugs"
desc = "This is a Camera bug resupply giving you 5 more camera bugs."
item = /obj/item/weapon/storage/box/surveillance
cost = 2
cost = 4
/datum/uplink_item/device_tools/binary
name = "Binary Translator Key"
desc = "A key, that when inserted into a radio headset, allows you to listen to and talk with artificial intelligences and cybernetic organisms in binary."
item = /obj/item/device/encryptionkey/binary
cost = 3
cost = 6
/datum/uplink_item/device_tools/cipherkey
name = "Centcomm Encryption Key"
desc = "A key, that when inserted into a radio headset, allows you to listen to and talk on all known radio channels."
item = /obj/item/device/encryptionkey/syndicate/hacked
cost = 2
cost = 4
/datum/uplink_item/device_tools/hacked_module
name = "Hacked AI Upload Module"
desc = "When used with an upload console, this module allows you to upload priority laws to an artificial intelligence. Be careful with their wording, as artificial intelligences may look for loopholes to exploit."
item = /obj/item/weapon/aiModule/syndicate
cost = 7
cost = 14
/datum/uplink_item/device_tools/plastic_explosives
name = "Composition C-4"
desc = "C-4 is plastic explosive of the common variety Composition C. You can use it to breach walls, attach it to organisms to destroy them, or connect a signaler to its wiring to make it remotely detonable. It has a modifiable timer with a minimum setting of 10 seconds."
item = /obj/item/weapon/plastique
cost = 2
cost = 1
/datum/uplink_item/device_tools/powersink
name = "Power sink"
desc = "When screwed to wiring attached to an electric grid, then activated, this large device places excessive load on the grid, causing a stationwide blackout. The sink cannot be carried because of its excessive size. Ordering this sends you a small beacon that will teleport the power sink to your location on activation."
item = /obj/item/device/powersink
cost = 5
cost = 10
/datum/uplink_item/device_tools/singularity_beacon
name = "Singularity Beacon"
desc = "When screwed to wiring attached to an electric grid, then activated, this large device pulls the singularity towards it. Does not work when the singularity is still in containment. A singularity beacon can cause catastrophic damage to a space station, leading to an emergency evacuation. Because of its size, it cannot be carried. Ordering this sends you a small beacon that will teleport the larger beacon to your location on activation."
item = /obj/item/device/radio/beacon/syndicate
cost = 7
cost = 14
/datum/uplink_item/device_tools/syndicate_bomb
name = "Syndicate Bomb"
desc = "The Syndicate Bomb has an adjustable timer with a minimum setting of 60 seconds. Ordering the bomb sends you a small beacon, which will teleport the explosive to your location when you activate it. \
You can wrench the bomb down to prevent removal. The crew may attempt to defuse the bomb."
item = /obj/item/device/radio/beacon/syndicate/bomb
cost = 6
cost = 11
/datum/uplink_item/device_tools/syndicate_detonator
name = "Syndicate Detonator"
desc = "The Syndicate Detonator is a companion device to the Syndicate Bomb. Simply press the included button and an encrypted radio frequency will instruct all live syndicate bombs to detonate. \
Useful for when speed matters or you wish to synchronize multiple bomb blasts. Be sure to stand clear of the blast radius before using the detonator."
item = /obj/item/device/syndicatedetonator
cost = 1
cost = 3
gamemodes = list("nuclear emergency")
/datum/uplink_item/device_tools/pdapinpointer
name = "PDA Pinpointer"
desc = "A pinpointer that tracks any PDA on the station. Useful for locating assassination targets or other high-value targets that you can't find. WARNING: Can only set once."
item = /obj/item/weapon/pinpointer/pdapinpointer
cost = 2
cost = 4
/datum/uplink_item/device_tools/ai_detector
name = "Artificial Intelligence Detector" // changed name in case newfriends thought it detected disguised ai's
desc = "A functional multitool that turns red when it detects an artificial intelligence watching it or its holder. Knowing when an artificial intelligence is watching you is useful for knowing when to maintain cover."
item = /obj/item/device/multitool/ai_detect
cost = 1
/datum/uplink_item/device_tools/teleporter
name = "Teleporter Circuit Board"
desc = "A printed circuit board that completes the teleporter onboard the mothership. Advise you test fire the teleporter before entering it, as malfunctions can occur."
item = /obj/item/weapon/circuitboard/teleporter
cost = 20
cost = 40
gamemodes = list("nuclear emergency")
/datum/uplink_item/device_tools/shield
name = "Energy Shield"
desc = "An incredibly useful personal shield projector, capable of reflecting energy projectiles and defending against other attacks."
item = /obj/item/weapon/shield/energy
cost = 8
cost = 16
gamemodes = list("nuclear emergency")
// IMPLANTS
@@ -524,37 +557,37 @@ var/list/uplink_items = list()
name = "Freedom Implant"
desc = "An implant injected into the body and later activated using a bodily gesture to attempt to slip restraints."
item = /obj/item/weapon/storage/box/syndie_kit/imp_freedom
cost = 3
cost = 5
/datum/uplink_item/implants/uplink
name = "Uplink Implant"
desc = "An implant injected into the body, and later activated using a bodily gesture to open an uplink with 5 telecrystals. The ability for an agent to open an uplink after their posessions have been stripped from them makes this implant excellent for escaping confinement."
item = /obj/item/weapon/storage/box/syndie_kit/imp_uplink
cost = 10
cost = 20
/datum/uplink_item/implants/explosive
name = "Explosive Implant"
desc = "An implant injected into the body, and later activated using a vocal command to cause a large explosion from the implant."
item = /obj/item/weapon/storage/box/syndie_kit/imp_explosive
cost = 6
cost = 12
/datum/uplink_item/implants/compression
name = "Compressed Matter Implant"
desc = "An implant injected into the body, and later activated using a bodily gesture to retrieve an item that was earlier compressed."
item = /obj/item/weapon/storage/box/syndie_kit/imp_compress
cost = 4
cost = 8
/datum/uplink_item/implants/mindslave
name = "Mindslave Implant"
desc = "A box containing an implanter filled with a mindslave implant that when injected into another person makes them loyal to you and your cause, unless of course they're already implanted by someone else. Loyalty ends if the implant is no longer in their system."
item = /obj/item/weapon/storage/box/syndie_kit/mindslave
cost = 5
cost = 10
/datum/uplink_item/implants/adrenal
name = "Adrenal Implant"
desc = "An implant injected into the body, and later activated using a bodily gesture to inject a chemical cocktail, which has a mild healing effect along with removing all stuns and increasing his speed."
item = /obj/item/weapon/storage/box/syndie_kit/imp_adrenal
cost = 4
cost = 8
// POINTLESS BADASSERY
@@ -565,7 +598,7 @@ var/list/uplink_items = list()
name = "Syndicate Bundle"
desc = "Syndicate Bundles are specialised groups of items that arrive in a plain box. These items are collectively worth more than 10 telecrystals, but you do not know which specialisation you will receive."
item = /obj/item/weapon/storage/box/syndicate
cost = 10
cost = 20
/datum/uplink_item/badass/syndiecards
name = "Syndicate Playing Cards"
@@ -578,7 +611,7 @@ var/list/uplink_items = list()
name = "For showing that you are The Boss"
desc = "A useless red balloon with the syndicate logo on it, which can blow the deepest of covers."
item = /obj/item/toy/syndicateballoon
cost = 10
cost = 20
/datum/uplink_item/badass/random
name = "Random Item"
+2 -1
View File
@@ -122,9 +122,10 @@
item_state = "card-id"
w_class = 1.0
/*
/obj/item/weapon/disk/nuclear/pickup(mob/living/user as mob)
if(issyndicate(user))
set_security_level(3)
set_security_level(3)*/ //Nuke Ops rework makes stealth approach significantly harder; this makes it damn near impossible; besides, it's horrendously meta.
/*
/obj/item/weapon/game_kit
+1 -1
View File
@@ -15,7 +15,7 @@ var/list/possible_changeling_IDs = list("Alpha","Beta","Gamma","Delta","Epsilon"
recommended_enemies = 2
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 10
uplink_uses = 20
var/const/prob_int_murder_target = 50 // intercept names the assassination target half the time
var/const/prob_right_murder_target_l = 25 // lower bound on probability of naming right assassination target
+1 -1
View File
@@ -29,7 +29,7 @@
recommended_enemies = 4
uplink_welcome = "Nar-Sie Uplink Console:"
uplink_uses = 10
uplink_uses = 20
var/datum/mind/sacrifice_target = null
var/finished = 0
+1 -1
View File
@@ -4,7 +4,7 @@
required_players = 0
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 10
uplink_uses = 20
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800
+2 -2
View File
@@ -295,9 +295,9 @@ Implants;
// If they're a traitor or likewise, give them extra TC in exchange.
var/obj/item/device/uplink/hidden/suplink = man.mind.find_syndicate_uplink()
if(suplink)
var/extra = 4
var/extra = 0 //was 4; with the TC rebalance, this isn't really needed, anymore
suplink.uses += extra
man << "\red We have received notice that enemy intelligence suspects you to be linked with us. We have thus invested significant resources to increase your uplink's capacity."
man << "\red We have received notice that enemy intelligence suspects you to be linked with us. We recommend adjusting your plans and equipment accordingly."
else
// Give them a warning!
man << "\red They are on to you!"
+4 -4
View File
@@ -8,12 +8,12 @@ proc/issyndicate(mob/living/M as mob)
name = "nuclear emergency"
config_tag = "nuclear"
required_players = 6
required_players_secret = 15 // 25 players - 5 players to be the nuke ops = 20 players remaining
required_enemies = 3
recommended_enemies = 4
required_players_secret = 20 // 20 players - 5 players to be the nuke ops = 15 players remaining
required_enemies = 5
recommended_enemies = 5
uplink_welcome = "Corporate Backed Uplink Console:"
uplink_uses = 55
uplink_uses = 120
var/const/agents_possible = 5 //If we ever need more syndicate agents.
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
+1 -1
View File
@@ -23,7 +23,7 @@
uplink_welcome = "Revolutionary Uplink Console:"
uplink_uses = 10
uplink_uses = 20
var/finished = 0
var/checkwin_counter = 0
@@ -9,7 +9,7 @@
recommended_enemies = 3
uplink_welcome = "Revolutionary Uplink Console:"
uplink_uses = 5
uplink_uses = 10
newscaster_announcements = /datum/news_announcement/revolution_inciting_event
+1 -1
View File
@@ -15,7 +15,7 @@
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 10
uplink_uses = 20
var/const/waittime_l = 600 //lower bound on time before intercept arrives (in tenths of seconds)
var/const/waittime_h = 1800 //upper bound on time before intercept arrives (in tenths of seconds)
+1 -1
View File
@@ -15,7 +15,7 @@
recommended_enemies = 2
uplink_welcome = "Syndicate Uplink Console:"
uplink_uses = 10
uplink_uses = 20
var/const/prob_int_murder_target = 50 // intercept names the assassination target half the time
var/const/prob_right_murder_target_l = 25 // lower bound on probability of naming right assassination target
+1 -1
View File
@@ -10,7 +10,7 @@
recommended_enemies = 1
uplink_welcome = "Wizardly Uplink Console:"
uplink_uses = 10
uplink_uses = 20
var/finished = 0
@@ -0,0 +1,221 @@
#define NUKESCALINGMODIFIER 1
var/list/possible_uplinker_IDs = list("Alfa","Bravo","Charlie","Delta","Echo","Foxtrot","Zero", "Niner")
/obj/machinery/computer/telecrystals
name = "\improper Telecrystal assignment station"
desc = "A device used to manage telecrystals during group operations. You shouldn't be looking at this particular one..."
icon_state = "tcstation"
/////////////////////////////////////////////
/obj/machinery/computer/telecrystals/uplinker
name = "\improper Telecrystal upload/recieve station"
desc = "A device used to manage telecrystals during group operations. To use, simply insert your uplink. With your uplink installed \
you can upload your telecrystals to the group's pool using the console, or be assigned additional telecrystals by your lieutenant."
icon_state = "tcstation"
var/obj/item/uplinkholder = null
var/obj/machinery/computer/telecrystals/boss/linkedboss = null
/obj/machinery/computer/telecrystals/uplinker/New()
..()
var/ID
if(possible_uplinker_IDs.len)
ID = pick(possible_uplinker_IDs)
possible_uplinker_IDs -= ID
name = "[name] [ID]"
else
name = "[name] [rand(1,999)]"
/obj/machinery/computer/telecrystals/uplinker/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item))
if(uplinkholder)
user << "<span class='notice'>The [src] already has an uplink in it.</span>"
return
if(O.hidden_uplink)
var/obj/item/P = user.get_active_hand()
user.drop_item()
uplinkholder = P
P.loc = src
P.add_fingerprint(user)
update_icon()
updateUsrDialog()
else
user << "<span class='notice'>The [O] doesn't appear to be an uplink...</span>"
/obj/machinery/computer/telecrystals/uplinker/update_icon()
overlays.Cut()
if(uplinkholder)
overlays += "[initial(icon_state)]-closed"
/obj/machinery/computer/telecrystals/uplinker/proc/ejectuplink()
if(uplinkholder)
uplinkholder.loc = get_turf(src.loc)
uplinkholder = null
update_icon()
/obj/machinery/computer/telecrystals/uplinker/proc/donateTC(var/amt, var/addLog = 1)
if(uplinkholder && linkedboss)
if(amt <= uplinkholder.hidden_uplink.uses)
uplinkholder.hidden_uplink.uses -= amt
linkedboss.storedcrystals += amt
if(addLog)
linkedboss.logTransfer("[src] donated [amt] telecrystals to [linkedboss].")
/obj/machinery/computer/telecrystals/uplinker/proc/giveTC(var/amt, var/addLog = 1)
if(uplinkholder && linkedboss)
if(amt <= linkedboss.storedcrystals)
uplinkholder.hidden_uplink.uses += amt
linkedboss.storedcrystals -= amt
if(addLog)
linkedboss.logTransfer("[src] recieved [amt] telecrystals from [linkedboss].")
///////
/obj/machinery/computer/telecrystals/uplinker/attack_hand(mob/user as mob)
if(..())
return
src.add_fingerprint(user)
user.set_machine(src)
var/dat = ""
if(linkedboss)
dat += "[linkedboss] has [linkedboss.storedcrystals] telecrystals available for distribution. <BR><BR>"
else
dat += "No linked management consoles detected. Scan for uplink stations using the management console.<BR><BR>"
if(uplinkholder)
dat += "[uplinkholder.hidden_uplink.uses] telecrystals remain in this uplink.<BR>"
if(linkedboss)
dat += "Donate TC: <a href='byond://?src=\ref[src];donate1=1'>1</a> | <a href='byond://?src=\ref[src];donate5=1'>5</a>"
dat += "<br><a href='byond://?src=\ref[src];eject=1'>Eject Uplink</a>"
var/datum/browser/popup = new(user, "computer", "Telecrystal Upload/Recieve Station", 700, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/machinery/computer/telecrystals/uplinker/Topic(href, href_list)
if(..())
return
if(href_list["donate1"])
donateTC(1)
if(href_list["donate5"])
donateTC(5)
if(href_list["eject"])
ejectuplink()
src.updateUsrDialog()
/////////////////////////////////////////
/obj/machinery/computer/telecrystals/boss
name = "team Telecrystal management console"
desc = "A device used to manage telecrystals during group operations. To use, simply initialize the machine by scanning for nearby uplink stations. \
Once the consoles are linked up, you can assign any telecrystals amongst your operatives; be they donated by your agents or rationed to the squad \
based on the danger rating of the mission."
icon_state = "tcboss"
var/virgin = 1
var/scanrange = 10
var/storedcrystals = 0
var/list/TCstations = list()
var/list/transferlog = list()
/obj/machinery/computer/telecrystals/boss/proc/logTransfer(var/logmessage)
transferlog += ("<b>[worldtime2text()]</b> [logmessage]")
/obj/machinery/computer/telecrystals/boss/proc/scanUplinkers()
for(var/obj/machinery/computer/telecrystals/uplinker/A in range(scanrange, src.loc))
if(!A.linkedboss)
TCstations += A
A.linkedboss = src
if(virgin)
getDangerous()
virgin = 0
/obj/machinery/computer/telecrystals/boss/proc/getDangerous()//This scales the TC assigned with the round population.
..()
var/danger
danger = player_list.len
while(!IsMultiple(++danger,10))//Just round up to the nearest multiple of ten.
scaleTC(danger)
/obj/machinery/computer/telecrystals/boss/proc/scaleTC(var/amt)//Its own proc, since it'll probably need a lot of tweaks for balance, use a fancier algorhithm, etc.
storedcrystals += amt * NUKESCALINGMODIFIER
/////////
/obj/machinery/computer/telecrystals/boss/attack_hand(var/mob/user as mob)
if(..())
return
src.add_fingerprint(user)
user.set_machine(src)
var/dat = ""
dat += "<a href='byond://?src=\ref[src];scan=1'>Scan for TC stations.</a><BR>"
dat += "This [src] has [storedcrystals] telecrystals available for distribution. <BR>"
dat += "<BR><BR>"
for(var/obj/machinery/computer/telecrystals/uplinker/A in TCstations)
dat += "[A.name] | "
if(A.uplinkholder)
dat += "[A.uplinkholder.hidden_uplink.uses] telecrystals."
if(storedcrystals)
dat+= "<BR>Add TC: <a href ='?src=\ref[src];give1=\ref[A]'>1</a> | <a href ='?src=\ref[src];give5=\ref[A]'>5</a>"
dat += "<BR>"
if(TCstations.len)
dat += "<BR><BR><a href='byond://?src=\ref[src];distrib=1'>Evenly distribute remaining TC.</a><BR><BR>"
for(var/entry in transferlog)
dat += "<small>[entry]</small><BR>"
var/datum/browser/popup = new(user, "computer", "Team Telecrystal Management Console", 700, 500)
popup.set_content(dat)
popup.set_title_image(user.browse_rsc_icon(src.icon, src.icon_state))
popup.open()
return
/obj/machinery/computer/telecrystals/boss/Topic(href, href_list)
if(..())
return
if(href_list["scan"])
scanUplinkers()
if(href_list["give1"])
var/obj/machinery/computer/telecrystals/uplinker/A = locate(href_list["give1"])
A.giveTC(1)
if(href_list["give5"])
var/obj/machinery/computer/telecrystals/uplinker/A = locate(href_list["give5"])
A.giveTC(5)
if(href_list["distrib"])
var/sanity = 0
while(storedcrystals && sanity < 100)
for(var/obj/machinery/computer/telecrystals/uplinker/A in TCstations)
A.giveTC(1,0)
sanity++
logTransfer("[src] evenly distributed telecrystals.")
src.updateUsrDialog()
return
#undef NUKESCALINGMODIFIER
+41 -1
View File
@@ -18,4 +18,44 @@
m_amt = 50
g_amt = 20
origin_tech = "magnets=1;engineering=1"
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
var/obj/machinery/telecomms/buffer // simple machine buffer for device linkage
// Syndicate device disguised as a multitool; it will turn red when an AI camera is nearby.
/obj/item/device/multitool/ai_detect
var/track_delay = 0
/obj/item/device/multitool/ai_detect/New()
..()
processing_objects += src
/obj/item/device/multitool/ai_detect/Del()
processing_objects -= src
..()
/obj/item/device/multitool/ai_detect/process()
if(track_delay > world.time)
return
var/found_eye = 0
for(var/mob/aiEye/A in living_mob_list)
var/turf/our_turf = get_turf(src)
var/turf/eye_turf = get_turf(A)
if(get_dist(our_turf, eye_turf) < 9)
found_eye = 1
break
if(found_eye)
icon_state = "[initial(icon_state)]_red"
else
icon_state = initial(icon_state)
track_delay = world.time + 10 // 1 second
return
+1 -1
View File
@@ -277,4 +277,4 @@ var/list/world_uplinks = list()
/obj/item/device/radio/headset/uplink/New()
..()
hidden_uplink = new(src)
hidden_uplink.uses = 10
hidden_uplink.uses = 20
@@ -6,7 +6,7 @@
/obj/item/weapon/implant/uplink/New()
activation_emote = pick("blink", "blink_r", "eyebrow", "chuckle", "twitch_s", "frown", "nod", "blush", "giggle", "grin", "groan", "shrug", "smile", "pale", "sniff", "whimper", "wink")
hidden_uplink = new(src)
hidden_uplink.uses = 5
hidden_uplink.uses = 10
..()
return
@@ -180,4 +180,29 @@
name = "captain's satchel"
desc = "An exclusive satchel for Nanotrasen officers."
icon_state = "satchel-cap"
item_state = "captainpack"
item_state = "captainpack"
/obj/item/weapon/storage/backpack/satchel_flat
name = "smuggler's satchel"
desc = "A very slim satchel that can easily fit into tight spaces."
icon_state = "satchel-flat"
w_class = 3 //Can fit in backpacks itself.
storage_slots = 5
max_combined_w_class = 15
level = 1
cant_hold = list(/obj/item/weapon/storage/backpack/satchel_flat) //muh recursive backpacks
/obj/item/weapon/storage/backpack/satchel_flat/hide(var/intact)
if(intact)
invisibility = 101
anchored = 1 //otherwise you can start pulling, cover it, and drag around an invisible backpack.
icon_state = "[initial(icon_state)]2"
else
invisibility = initial(invisibility)
anchored = 0
icon_state = initial(icon_state)
/obj/item/weapon/storage/backpack/satchel_flat/New()
..()
new /obj/item/stack/tile/plasteel(src)
new /obj/item/weapon/crowbar(src)
@@ -158,3 +158,9 @@
can_hold = list(
"/obj/item/clothing/mask/luchador"
)
/obj/item/weapon/storage/belt/military
name = "military belt"
desc = "A syndicate belt designed to be used by boarding parties. Its style is modeled after the hardsuits they wear."
icon_state = "militarybelt"
item_state = "military"
@@ -110,6 +110,25 @@
new /obj/item/stack/medical/advanced/ointment(src)
new /obj/item/stack/medical/splint(src)
return
/obj/item/weapon/storage/firstaid/tactical
name = "first-aid kit"
icon_state = "bezerk"
desc = "I hope you've got insurance."
max_w_class = 3
/obj/item/weapon/storage/firstaid/tactical/New()
..()
if (empty) return
new /obj/item/clothing/tie/stethoscope( src )
new /obj/item/weapon/surgicaldrill(src)
new /obj/item/weapon/reagent_containers/hypospray/combat(src)
new /obj/item/weapon/reagent_containers/pill/bicaridine(src)
new /obj/item/weapon/reagent_containers/pill/dermaline(src)
new /obj/item/weapon/reagent_containers/ld50_syringe(src)
new /obj/item/clothing/glasses/hud/health/night(src)
return
/*
* Pill Bottles
*/
@@ -47,7 +47,7 @@
new /obj/item/weapon/pinpointer/nukeop(src)
new /obj/item/device/pda/syndicate(src)
var/obj/item/device/radio/uplink/U = new(src)
U.hidden_uplink.uses = 55
U.hidden_uplink.uses = 120
return
/obj/structure/closet/syndicate/resources/
+1 -2
View File
@@ -49,8 +49,7 @@
icon_state = "night"
item_state = "glasses"
origin_tech = "magnets=2"
vision_flags = SEE_TURFS
darkness_view = 3
darkness_view = 8
species_fit = list("Vox")
sprite_sheets = list(
"Vox" = 'icons/mob/species/vox/eyes.dmi'
+12 -1
View File
@@ -20,7 +20,12 @@
desc = "A heads-up display that scans the humans in view and provides accurate data about their health status. Includes anti-flash filter."
icon_state = "advmedhud"
/obj/item/clothing/glasses/hud/health/night
name = "Night Vision Health Scanner HUD"
desc = "An advanced medical head-up display that allows doctors to find patients in complete darkness."
icon_state = "healthhudnight"
item_state = "glasses"
darkness_view = 8
/obj/item/clothing/glasses/hud/health/process_hud(var/mob/M)
if(!M) return
@@ -57,6 +62,12 @@
vision_flags = SEE_MOBS
invisa_view = 2
/obj/item/clothing/glasses/hud/security/night
name = "Night Vision Security HUD"
desc = "An advanced heads-up display which provides id data and vision in complete darkness."
icon_state = "securityhudnight"
darkness_view = 8
/obj/item/clothing/glasses/hud/security/process_hud(var/mob/M)
if(!M) return
+3 -2
View File
@@ -1181,7 +1181,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
if(copytext(hud.icon_state,1,4) == "hud") //ugly, but icon comparison is worse, I believe
client.images.Remove(hud)
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask/*, global_hud.nvg*/)
client.screen.Remove(global_hud.blurry, global_hud.druggy, global_hud.vimpaired, global_hud.darkMask,/* global_hud.nvg*/)
update_action_buttons()
@@ -1319,7 +1319,8 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
sight |= G.vision_flags
if(!druggy)
see_invisible = SEE_INVISIBLE_MINIMUM
if(istype(G,/obj/item/clothing/glasses/night))
see_invisible = SEE_INVISIBLE_MINIMUM
/* HUD shit goes here, as long as it doesn't modify sight flags */
// The purpose of this is to stop xray and w/e from preventing you from using huds -- Love, Doohl
@@ -101,7 +101,6 @@
projectile_type = "/obj/item/projectile/bullet/stunslug"
m_amt = 2500
/obj/item/ammo_casing/shotgun/incendiary
name = "incendiary shell"
desc = "An incendiary shell"
@@ -109,6 +108,13 @@
projectile_type = "/obj/item/projectile/bullet/incendiary/shell"
m_amt = 12500
/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
name = "dragonsbreath shell"
desc = "A shotgun shell which fires a spread of incendiary pellets."
icon_state = "ishell2"
projectile_type = "/obj/item/projectile/bullet/incendiary/shell/dragonsbreath"
buck = 4
deviation = 0.9
/obj/item/ammo_casing/shotgun/dart
name = "shotgun dart"
@@ -144,4 +144,30 @@
/obj/item/ammo_box/magazine/m762/update_icon()
..()
icon_state = "[initial(icon_state)]-[round(ammo_count(),10)]"
icon_state = "[initial(icon_state)]-[round(ammo_count(),10)]"
//TG Bulldog Automatic Shotty
/obj/item/ammo_box/magazine/m12g
name = "shotgun magazine (12g taser slugs)"
icon_state = "m12gs"
origin_tech = "combat=3;syndicate=1"
ammo_type = "/obj/item/ammo_casing/shotgun/stunshell"
caliber = "shotgun"
max_ammo = 8
/obj/item/ammo_box/magazine/m12g/update_icon()
..()
icon_state = "[initial(icon_state)]-[Ceiling(ammo_count(0)/8)*8]"
/obj/item/ammo_box/magazine/m12g/buckshot
name = "shotgun magazine (12g buckshot)"
icon_state = "m12gb"
ammo_type = "/obj/item/ammo_casing/shotgun/buck"
/obj/item/ammo_box/magazine/m12g/dragon
name = "shotgun magazine (12g dragon's breath)"
icon_state = "m12gf"
ammo_type = "/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath"
+1 -1
View File
@@ -9,7 +9,7 @@
origin_tech = "combat=2;materials=2"
w_class = 3.0
m_amt = 1000
recoil = 1
// recoil = 1
var/mag_type = "/obj/item/ammo_box/magazine/m10mm" //Removes the need for max_ammo and caliber info
var/obj/item/ammo_box/magazine/magazine
// var/obj/item/ammo_casing/chambered = null // The round (not bullet) that is in the chamber.
@@ -114,6 +114,42 @@
..()
/obj/item/weapon/gun/projectile/automatic/bulldog
name = "\improper Bulldog shotgun"
desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors. Compatible only with specialized magazines."
icon_state = "bulldog"
item_state = "bulldog"
w_class = 3.0
origin_tech = "combat=5;materials=4;syndicate=6"
mag_type = "/obj/item/ammo_box/magazine/m12g"
fire_sound = 'sound/weapons/Gunshot.ogg'
/obj/item/weapon/gun/projectile/automatic/bulldog/New()
..()
update_icon()
return
/obj/item/weapon/gun/projectile/automatic/bulldog/proc/update_magazine()
if(magazine)
src.overlays = 0
overlays += "[magazine.icon_state]"
return
/obj/item/weapon/gun/projectile/automatic/bulldog/update_icon()
src.overlays = 0
update_magazine()
icon_state = "bulldog[chambered ? "" : "-e"]"
return
/obj/item/weapon/gun/projectile/automatic/bulldog/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
..()
if(!chambered && !get_ammo() && !alarmed)
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
update_icon()
alarmed = 1
return
/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
However, it looks like subsequent guns that use removable magazines don't take that into account and just get
@@ -8,12 +8,12 @@
embed = 1
sharp = 1
on_hit(var/atom/target, var/blocked = 0)
/* on_hit(var/atom/target, var/blocked = 0)
if (..(target, blocked))
var/mob/living/L = target
shake_camera(L, 3, 2)
return 1
return 0
return 0 */
/obj/item/projectile/bullet/weakbullet
damage = 5
+7 -8
View File
@@ -408,8 +408,8 @@ datum
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
M.adjustToxLoss(4)
M.adjustOxyLoss(4)
M.adjustToxLoss(3)
M.adjustOxyLoss(3)
M.sleeping += 1
..()
return
@@ -510,14 +510,14 @@ datum
description = "An effective hypnotic used to treat insomnia."
reagent_state = LIQUID
color = "#E895CC" // rgb: 232, 149, 204
oxyod = 100
toxod = 100
on_mob_life(var/mob/living/M as mob)
if(!M) M = holder.my_atom
if(!data) data = 1
switch(data)
if(1 to 15)
if(1 to 12)
if(prob(5)) M.emote("yawn")
if(12 to 15)
M.eye_blurry = max(M.eye_blurry, 10)
if(15 to 25)
M.drowsyness = max(M.drowsyness, 20)
@@ -2077,8 +2077,8 @@ datum
M.status_flags &= ~FAKEDEATH
M.adjustOxyLoss(0.5*REM)
M.adjustToxLoss(0.5*REM)
M.Weaken(10)
M.silent = max(M.silent, 10)
M.Weaken(5)
M.silent = max(M.silent, 5)
M.tod = worldtime2text()
..()
return
@@ -2107,7 +2107,6 @@ datum
description = "A powerful hallucinogen. Not a thing to be messed with."
reagent_state = LIQUID
color = "#B31008" // rgb: 139, 166, 233
custom_metabolism = 0.05
addictiveness = 15
on_mob_life(var/mob/living/M)
@@ -54,6 +54,20 @@
return
/obj/item/weapon/reagent_containers/hypospray/combat
name = "combat stimulant injector"
desc = "A modified air-needle autoinjector, used by support operatives to quickly heal injuries in combat."
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(10)
icon_state = "combat_hypo"
volume = 60
/obj/item/weapon/reagent_containers/hypospray/combat/New()
..()
reagents.remove_reagent("tricordrazine", 30)
reagents.add_reagent("synaptizine", 30)
/obj/item/weapon/reagent_containers/hypospray/autoinjector
name = "emergency autoinjector"
desc = "A potent mix of pain killers and muscle stimulants."
@@ -155,6 +155,14 @@
..()
reagents.add_reagent("kelotane", 30)
/obj/item/weapon/reagent_containers/pill/dermaline
name = "Dermaline pill"
desc = "Used to treat severe burns."
icon_state = "pill12"
New()
..()
reagents.add_reagent("dermaline", 30)
/obj/item/weapon/reagent_containers/pill/tramadol
name = "Tramadol pill"
desc = "A simple painkiller."