@@ -129,7 +129,7 @@
|
||||
o += "<span class='warning'>"
|
||||
else
|
||||
o += "<span style='color:blue'>"
|
||||
o += "[celsius]Celsius</span> "
|
||||
o += "[celsius]�C</span> "
|
||||
o += "<span style='color:blue'>"
|
||||
o += "[pressure]kPa</span></li>"
|
||||
usr << o
|
||||
|
||||
@@ -738,6 +738,36 @@
|
||||
prices = list(/obj/item/weapon/storage/fancy/cigarettes = 60,/obj/item/weapon/storage/box/matches = 10,/obj/item/weapon/lighter/random = 60, /obj/item/weapon/rollingpaperpack = 20)
|
||||
refill_canister = /obj/item/weapon/vending_refill/cigarette
|
||||
|
||||
/obj/machinery/vending/syndicigs
|
||||
name = "Suspicious Cigarette Machine"
|
||||
desc = "Smoke 'em if you've got 'em."
|
||||
product_slogans = "Space cigs taste good like a cigarette should.;I'd rather toolbox than switch.;Smoke!;Don't believe the reports - smoke today!"
|
||||
product_ads = "Probably not bad for you!;Don't believe the scientists!;It's good for you!;Don't quit, buy more!;Smoke!;Nicotine heaven.;Best cigarettes since 2150.;Award-winning cigs."
|
||||
vend_delay = 34
|
||||
icon_state = "cigs"
|
||||
products = list(/obj/item/weapon/storage/fancy/cigarettes/syndicate = 10,/obj/item/weapon/lighter/random = 5)
|
||||
|
||||
/obj/machinery/vending/syndisnack
|
||||
name = "Getmore Chocolate Corp"
|
||||
desc = "A modified snack machine courtesy of the Getmore Chocolate Corporation, based out of Mars"
|
||||
product_slogans = "Try our new nougat bar!;Twice the calories for half the price!"
|
||||
product_ads = "The healthiest!;Award-winning chocolate bars!;Mmm! So good!;Oh my god it's so juicy!;Have a snack.;Snacks are good for you!;Have some more Getmore!;Best quality snacks straight from mars.;We love chocolate!;Try our new jerky!"
|
||||
icon_state = "snack"
|
||||
products = list(/obj/item/weapon/reagent_containers/food/snacks/chips =6,/obj/item/weapon/reagent_containers/food/snacks/sosjerky = 6,
|
||||
/obj/item/weapon/reagent_containers/food/snacks/syndicake = 6, /obj/item/weapon/reagent_containers/food/snacks/cheesiehonkers = 6)
|
||||
refill_canister = /obj/item/weapon/vending_refill/snack
|
||||
|
||||
/obj/machinery/vending/cola
|
||||
name = "Robust Softdrinks"
|
||||
desc = "A modified softdrink vendor provided by Robust Industries, LLC."
|
||||
icon_state = "Cola_Machine"
|
||||
product_slogans = "Robust Softdrinks: More robust than a toolbox to the head!"
|
||||
product_ads = "Refreshing!;Hope you're thirsty!;Over 1 million drinks sold!;Thirsty? Why not cola?;Please, have a drink!;Drink up!;The best drinks in space."
|
||||
products = list(/obj/item/weapon/reagent_containers/food/drinks/cans/cola = 10,/obj/item/weapon/reagent_containers/food/drinks/cans/space_mountain_wind = 10,
|
||||
/obj/item/weapon/reagent_containers/food/drinks/cans/dr_gibb = 10,/obj/item/weapon/reagent_containers/food/drinks/cans/starkist = 10,
|
||||
/obj/item/weapon/reagent_containers/food/drinks/cans/space_up = 10)
|
||||
refill_canister = /obj/item/weapon/vending_refill/cola
|
||||
|
||||
/obj/machinery/vending/medical
|
||||
name = "NanoMed Plus"
|
||||
desc = "Medical drug dispenser."
|
||||
@@ -752,7 +782,6 @@
|
||||
/obj/item/stack/medical/advanced/bruise_pack = 3, /obj/item/stack/medical/advanced/ointment = 3, /obj/item/stack/medical/splint = 2)
|
||||
contraband = list(/obj/item/weapon/reagent_containers/pill/tox = 3,/obj/item/weapon/reagent_containers/pill/stox = 4,/obj/item/weapon/reagent_containers/pill/antitox = 6)
|
||||
|
||||
|
||||
//This one's from bay12
|
||||
/obj/machinery/vending/plasmaresearch
|
||||
name = "Toximate 3000"
|
||||
@@ -783,6 +812,16 @@
|
||||
/obj/item/stack/medical/ointment =3,/obj/item/device/healthanalyzer = 3)
|
||||
contraband = list(/obj/item/weapon/reagent_containers/pill/tox = 3)
|
||||
|
||||
/obj/machinery/vending/wallmed1/syndicate
|
||||
name = "SyndiMed Plus"
|
||||
desc = "<b>EVIL</b> wall-mounted Medical Equipment dispenser."
|
||||
icon_state = "syndimed"
|
||||
icon_deny = "syndimed-deny"
|
||||
product_ads = "Go end some lives!;The best stuff for your ship.;Only the finest tools.;Natural chemicals!;This stuff saves lives.;Don't you want some?;Ping!"
|
||||
req_access_txt = "150"
|
||||
products = list(/obj/item/stack/medical/bruise_pack = 2,/obj/item/stack/medical/ointment = 2,/obj/item/weapon/reagent_containers/hypospray/autoinjector = 4,/obj/item/device/healthanalyzer = 1)
|
||||
contraband = list(/obj/item/weapon/reagent_containers/syringe/antitoxin = 4,/obj/item/weapon/reagent_containers/syringe/antiviral = 4,/obj/item/weapon/reagent_containers/pill/tox = 1)
|
||||
|
||||
/obj/machinery/vending/security
|
||||
name = "SecTech"
|
||||
desc = "A security equipment vendor"
|
||||
|
||||
@@ -36,6 +36,7 @@
|
||||
var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
|
||||
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
|
||||
var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
|
||||
var/reflect_chance = 0 //This var dictates what % of a time an object will reflect an energy based weapon's shot
|
||||
var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
|
||||
var/list/allowed = null //suit storage stuff.
|
||||
var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
|
||||
@@ -557,6 +558,10 @@
|
||||
/obj/item/proc/IsShield()
|
||||
return 0
|
||||
|
||||
/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
|
||||
if(prob(reflect_chance))
|
||||
return 1
|
||||
|
||||
/obj/item/proc/get_loc_turf()
|
||||
var/atom/L = loc
|
||||
while(L && !istype(L, /turf/))
|
||||
|
||||
@@ -210,7 +210,6 @@ var/GLOBAL_RADIO_TYPE = 1 // radio type to use
|
||||
return
|
||||
if (!connection)
|
||||
return
|
||||
|
||||
var/mob/living/silicon/ai/A = new /mob/living/silicon/ai(src, null, null, 1)
|
||||
Broadcast_Message(connection, A,
|
||||
0, "*garbled automated announcement*", src,
|
||||
|
||||
@@ -30,10 +30,13 @@
|
||||
return (BRUTELOSS|FIRELOSS)
|
||||
|
||||
/obj/item/weapon/melee/energy/sword
|
||||
var/hacked = 0
|
||||
var/blade_color
|
||||
color
|
||||
name = "energy sword"
|
||||
desc = "May the force be within you."
|
||||
icon_state = "sword0"
|
||||
icon_override = 'icons/mob/in-hand/swords.dmi'
|
||||
force = 3.0
|
||||
throwforce = 5.0
|
||||
throw_speed = 1
|
||||
|
||||
@@ -203,6 +203,17 @@
|
||||
item_state = "Dpacket"
|
||||
|
||||
|
||||
/obj/item/weapon/storage/fancy/cigarettes/syndicate
|
||||
name = "\improper Syndicate Cigarettes"
|
||||
desc = "A packet of six evil-looking cigarettes, A label on the packaging reads, \"Donk Co\""
|
||||
icon_state = "robustpacket"
|
||||
item_state = "robustpacket"
|
||||
|
||||
/obj/item/weapon/storage/fancy/cigarettes/syndicate/New()
|
||||
..()
|
||||
var/new_name = pick("evil", "suspicious", "ominous", "donk-flavored", "robust", "sneaky")
|
||||
name = "[new_name] cigarette packet"
|
||||
|
||||
/*
|
||||
* Vial Box
|
||||
*/
|
||||
|
||||
@@ -24,7 +24,7 @@
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/New()
|
||||
_color = pick("red","blue","green","purple")
|
||||
blade_color = pick("red","blue","green","purple")
|
||||
|
||||
/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
|
||||
if ((M_CLUMSY in user.mutations) && prob(50))
|
||||
@@ -36,7 +36,7 @@
|
||||
if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
|
||||
icon_state = "cutlass1"
|
||||
else
|
||||
icon_state = "sword[_color]"
|
||||
icon_state = "sword[blade_color]"
|
||||
w_class = 4
|
||||
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
@@ -67,9 +67,29 @@
|
||||
user.adjustBrainLoss(10)
|
||||
else
|
||||
user << "<span class='notice'>You attach the ends of the two energy swords, making a single double-bladed weapon! You're cool.</span>"
|
||||
new /obj/item/weapon/twohanded/dualsaber(user.loc)
|
||||
var/obj/item/weapon/twohanded/dualsaber/newSaber = new /obj/item/weapon/twohanded/dualsaber(user.loc)
|
||||
if(src.hacked) // That's right, we'll only check the "original" esword.
|
||||
newSaber.hacked = 1
|
||||
newSaber.blade_color = "rainbow"
|
||||
del(W)
|
||||
del(src)
|
||||
|
||||
else if(istype(W, /obj/item/device/multitool))
|
||||
if(hacked == 0)
|
||||
hacked = 1
|
||||
blade_color = "rainbow"
|
||||
user << "<span class='warning'>RNBW_ENGAGE</span>"
|
||||
|
||||
if(active)
|
||||
icon_state = "swordrainbow"
|
||||
// Updating overlays, copied from welder code.
|
||||
// I tried calling attack_self twice, which looked cool, except it somehow didn't update the overlays!!
|
||||
if(user.r_hand == src)
|
||||
user.update_inv_r_hand(0)
|
||||
else if(user.l_hand == src)
|
||||
user.update_inv_l_hand(0)
|
||||
else
|
||||
user << "<span class='warning'>It's already fabulous!</span>"
|
||||
/*
|
||||
* Classic Baton
|
||||
*/
|
||||
@@ -282,6 +302,7 @@
|
||||
active = !active
|
||||
if (active)
|
||||
force = 10
|
||||
reflect_chance = 80
|
||||
icon_state = "eshield[active]"
|
||||
w_class = 4
|
||||
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
|
||||
@@ -290,6 +311,7 @@
|
||||
force = 3
|
||||
icon_state = "eshield[active]"
|
||||
w_class = 1
|
||||
reflect_chance = 0
|
||||
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
|
||||
user << "\blue [src] can now be concealed."
|
||||
if(istype(user,/mob/living/carbon/human))
|
||||
|
||||
@@ -191,6 +191,9 @@ obj/item/weapon/twohanded/
|
||||
* Double-Bladed Energy Swords - Cheridan
|
||||
*/
|
||||
/obj/item/weapon/twohanded/dualsaber
|
||||
var/hacked = 0
|
||||
var/blade_color
|
||||
icon_override = 'icons/mob/in-hand/swords.dmi'
|
||||
icon_state = "dualsaber0"
|
||||
name = "double-bladed energy sword"
|
||||
desc = "Handle with care."
|
||||
@@ -210,20 +213,16 @@ obj/item/weapon/twohanded/
|
||||
edge = 1
|
||||
no_embed = 1 // Like with the single-handed esword, this shouldn't be embedding in people.
|
||||
|
||||
/* Here for when we can add items to left and right hands again, but currently this cannot be done due to the lack of in-hand icons for dual eswords aside from the green one.
|
||||
/obj/item/weapon/twohanded/dualsaber/New()
|
||||
item_color = pick("red", "blue", "green", "purple")
|
||||
blade_color = pick("red", "blue", "green", "purple")
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/update_icon()
|
||||
if(wielded)
|
||||
icon_state = "dualsaber[item_color][wielded]"
|
||||
icon_state = "dualsaber[blade_color][wielded]"
|
||||
reflect_chance = 80
|
||||
else
|
||||
icon_state = "dualsaber0"
|
||||
*/
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/update_icon()
|
||||
icon_state = "dualsaber[wielded]"
|
||||
return
|
||||
reflect_chance = 0
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
|
||||
..()
|
||||
@@ -245,11 +244,19 @@ obj/item/weapon/twohanded/
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/green
|
||||
New()
|
||||
color = "green"
|
||||
blade_color = "green"
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/red
|
||||
New()
|
||||
color = "red"
|
||||
blade_color = "red"
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/purple
|
||||
New()
|
||||
blade_color = "purple"
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/blue
|
||||
New()
|
||||
blade_color = "blue"
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/unwield()
|
||||
..()
|
||||
@@ -259,6 +266,18 @@ obj/item/weapon/twohanded/
|
||||
..()
|
||||
hitsound = 'sound/weapons/blade1.ogg'
|
||||
|
||||
/obj/item/weapon/twohanded/dualsaber/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
..()
|
||||
if(istype(W, /obj/item/device/multitool))
|
||||
if(hacked == 0)
|
||||
hacked = 1
|
||||
user << "<span class='warning'>2XRNBW_ENGAGE</span>"
|
||||
blade_color = "rainbow"
|
||||
update_icon()
|
||||
else
|
||||
user << "<span class='warning'>It's starting to look like a triple rainbow - no, nevermind.</span>"
|
||||
|
||||
|
||||
//spears
|
||||
/obj/item/weapon/twohanded/spear
|
||||
icon_state = "spearglass0"
|
||||
@@ -284,4 +303,199 @@ obj/item/weapon/twohanded/
|
||||
/obj/item/weapon/twohanded/spear/kidan
|
||||
icon_state = "kidanspear0"
|
||||
name = "Kidan spear"
|
||||
desc = "A spear brought over from the Kidan homeworld."
|
||||
desc = "A spear brought over from the Kidan homeworld."
|
||||
|
||||
|
||||
// SINGULOHAMMER
|
||||
|
||||
/obj/item/weapon/twohanded/singularityhammer
|
||||
name = "singularity hammer"
|
||||
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
|
||||
|
||||
icon_override = 'icons/mob/in-hand/swords.dmi'
|
||||
icon_state = "mjollnir0"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
no_embed = 1
|
||||
force = 5
|
||||
force_unwielded = 5
|
||||
force_wielded = 20
|
||||
throwforce = 15
|
||||
throw_range = 1
|
||||
w_class = 5
|
||||
var/charged = 5
|
||||
origin_tech = "combat=5;bluespace=4"
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/singularityhammer/New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/singularityhammer/Destroy()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/singularityhammer/process()
|
||||
if(charged < 5)
|
||||
charged++
|
||||
return
|
||||
|
||||
/obj/item/weapon/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons.
|
||||
icon_state = "mjollnir[wielded]"
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/singularityhammer/proc/vortex(var/turf/pull as turf, mob/wielder as mob)
|
||||
for(var/atom/X in orange(5,pull))
|
||||
if(istype(X, /atom/movable))
|
||||
if(X == wielder) continue
|
||||
if((X) &&(!X:anchored) && (!istype(X,/mob/living/carbon/human)))
|
||||
step_towards(X,pull)
|
||||
step_towards(X,pull)
|
||||
step_towards(X,pull)
|
||||
else if(istype(X,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = X
|
||||
if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
|
||||
var/obj/item/clothing/shoes/magboots/M = H.shoes
|
||||
if(M.magpulse)
|
||||
continue
|
||||
H.apply_effect(1, WEAKEN, 0)
|
||||
step_towards(H,pull)
|
||||
step_towards(H,pull)
|
||||
step_towards(H,pull)
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
if(wielded)
|
||||
if(charged == 5)
|
||||
charged = 0
|
||||
if(istype(A, /mob/living/))
|
||||
var/mob/living/Z = A
|
||||
Z.take_organ_damage(20,0)
|
||||
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
|
||||
var/turf/target = get_turf(A)
|
||||
vortex(target,user)
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/mjollnir
|
||||
name = "Mjollnir"
|
||||
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
|
||||
icon_override = 'icons/mob/in-hand/swords.dmi'
|
||||
icon_state = "mjollnir0"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
no_embed = 1
|
||||
force = 5
|
||||
force_unwielded = 5
|
||||
force_wielded = 20
|
||||
throwforce = 30
|
||||
throw_range = 7
|
||||
w_class = 5
|
||||
//var/charged = 5
|
||||
origin_tech = "combat=5;powerstorage=5"
|
||||
|
||||
/obj/item/weapon/twohanded/mjollnir/proc/shock(mob/living/target as mob)
|
||||
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread()
|
||||
s.set_up(5, 1, target.loc)
|
||||
s.start()
|
||||
target.take_organ_damage(0,30)
|
||||
target.visible_message("<span class='danger'>[target.name] was shocked by the [src.name]!</span>", \
|
||||
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>", \
|
||||
"<span class='danger'>You hear a heavy electrical crack.</span>")
|
||||
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
|
||||
target.throw_at(throw_target, 200, 4)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/mjollnir/attack(mob/M as mob, mob/user as mob)
|
||||
..()
|
||||
spawn(0)
|
||||
if(wielded)
|
||||
//if(charged == 5)
|
||||
//charged = 0
|
||||
playsound(src.loc, "sparks", 50, 1)
|
||||
if(istype(M, /mob/living))
|
||||
M.Stun(10)
|
||||
shock(M)
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons.
|
||||
icon_state = "mjollnir[wielded]"
|
||||
return
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/knighthammer
|
||||
name = "singuloth knight's hammer"
|
||||
desc = "A hammer made of sturdy metal with a golden skull adorned with wings on either side of the head. <br>This weapon causes devastating damage to those it hits due to a power field sustained by a mini-singularity inside of the hammer."
|
||||
|
||||
icon_override = 'icons/mob/in-hand/swords.dmi'
|
||||
icon_state = "adrhammer0"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
no_embed = 1
|
||||
force = 5
|
||||
force_unwielded = 5
|
||||
force_wielded = 20
|
||||
throwforce = 15
|
||||
throw_range = 1
|
||||
w_class = 5
|
||||
var/charged = 5
|
||||
origin_tech = "combat=5;bluespace=4"
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/knighthammer/New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/knighthammer/Destroy()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/knighthammer/process()
|
||||
if(charged < 5)
|
||||
charged++
|
||||
return
|
||||
|
||||
/obj/item/weapon/twohanded/knighthammer/update_icon() //Currently only here to fuck with the on-mob icons.
|
||||
icon_state = "adrhammer[wielded]"
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/twohanded/knighthammer/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
|
||||
if(!proximity) return
|
||||
if(wielded)
|
||||
if(charged == 5)
|
||||
charged = 0
|
||||
if(istype(A, /mob/living/))
|
||||
var/mob/living/Z = A
|
||||
if(Z.health < 1)
|
||||
Z.visible_message("<span class='danger'>[Z.name] was blown to peices by the power of [src.name]!</span>", \
|
||||
"<span class='userdanger'>You feel a powerful blow rip you apart!</span>", \
|
||||
"<span class='danger'>You hear a heavy impact and the sound of ripping flesh!.</span>")
|
||||
Z.gib()
|
||||
else
|
||||
Z.take_organ_damage(0,30)
|
||||
Z.visible_message("<span class='danger'>[Z.name] was sent flying by a blow from the [src.name]!</span>", \
|
||||
"<span class='userdanger'>You feel a powerful blow connect with your body and send you flying!</span>", \
|
||||
"<span class='danger'>You hear something heavy impact flesh!.</span>")
|
||||
var/atom/throw_target = get_edge_target_turf(Z, get_dir(src, get_step_away(Z, src)))
|
||||
Z.throw_at(throw_target, 200, 4)
|
||||
else if(istype(A, /turf/simulated/wall))
|
||||
var/turf/simulated/wall/Z = A
|
||||
Z.ex_act(2)
|
||||
charged = 3
|
||||
else if (istype(A, /obj/structure) || istype(A, /obj/mecha/))
|
||||
var/obj/Z = A
|
||||
Z.ex_act(2)
|
||||
charged = 3
|
||||
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
|
||||
|
||||
@@ -60,9 +60,17 @@
|
||||
icon_state = "armor_reflec"
|
||||
item_state = "armor_reflec"
|
||||
blood_overlay_type = "armor"
|
||||
reflect_chance = 40
|
||||
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0
|
||||
|
||||
/obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone)
|
||||
var/hit_reflect_chance = reflect_chance
|
||||
if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus!
|
||||
hit_reflect_chance = 0
|
||||
if (prob(hit_reflect_chance))
|
||||
return 1
|
||||
|
||||
/obj/item/clothing/suit/armor/swat
|
||||
name = "swat suit"
|
||||
desc = "A heavily armored suit that protects against moderate damage. Used in special operations."
|
||||
|
||||
@@ -12,35 +12,31 @@ emp_act
|
||||
|
||||
var/datum/organ/external/organ = get_organ(check_zone(def_zone))
|
||||
|
||||
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
|
||||
if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
|
||||
visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
|
||||
"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
|
||||
// Find a turf near or on the original location to bounce to
|
||||
if(P.starting)
|
||||
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
||||
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
||||
var/turf/curloc = get_turf(src)
|
||||
|
||||
// redirect the projectile
|
||||
P.original = locate(new_x, new_y, P.z)
|
||||
P.starting = curloc
|
||||
P.current = curloc
|
||||
P.firer = src
|
||||
P.yo = new_y - curloc.y
|
||||
P.xo = new_x - curloc.x
|
||||
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
//Shields
|
||||
if(check_shields(P.damage, "the [P.name]"))
|
||||
P.on_hit(src, 2, def_zone)
|
||||
return 2
|
||||
|
||||
//Laserproof armour
|
||||
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
|
||||
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
|
||||
var/reflectchance = 40 - round(P.damage/3)
|
||||
if(!(def_zone in list("chest", "groin")))
|
||||
reflectchance /= 2
|
||||
if(prob(reflectchance))
|
||||
visible_message("\red <B>The [P.name] gets reflected by [src]'s [wear_suit.name]!</B>")
|
||||
|
||||
// Find a turf near or on the original location to bounce to
|
||||
if(P.starting)
|
||||
var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
||||
var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
||||
var/turf/curloc = get_turf(src)
|
||||
|
||||
// redirect the projectile
|
||||
P.original = locate(new_x, new_y, P.z)
|
||||
P.starting = curloc
|
||||
P.current = curloc
|
||||
P.firer = src
|
||||
P.yo = new_y - curloc.y
|
||||
P.xo = new_x - curloc.x
|
||||
|
||||
return -1 // complete projectile permutation
|
||||
|
||||
//Shrapnel
|
||||
if (P.damage_type == BRUTE)
|
||||
@@ -138,6 +134,20 @@ emp_act
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/proc/check_reflect(var/def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on reflect_chance var of the object
|
||||
if(wear_suit && istype(wear_suit, /obj/item/))
|
||||
var/obj/item/I = wear_suit
|
||||
if(I.IsReflect(def_zone) == 1)
|
||||
return 1
|
||||
if(l_hand && istype(l_hand, /obj/item/))
|
||||
var/obj/item/I = l_hand
|
||||
if(I.IsReflect(def_zone) == 1)
|
||||
return 1
|
||||
if(r_hand && istype(r_hand, /obj/item/))
|
||||
var/obj/item/I = r_hand
|
||||
if(I.IsReflect(def_zone) == 1)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
|
||||
if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)
|
||||
|
||||
@@ -30,9 +30,9 @@ var/list/department_radio_keys = list(
|
||||
":A" = "alientalk", "#A" = "alientalk", ".A" = "alientalk",
|
||||
":T" = "Syndicate", "#T" = "Syndicate", ".T" = "Syndicate",
|
||||
":U" = "Supply", "#U" = "Supply", ".U" = "Supply",
|
||||
":G" = "changeling", "#G" = "changeling", ".G" = "changeling"
|
||||
":G" = "changeling", "#G" = "changeling", ".G" = "changeling",
|
||||
|
||||
/* //kinda localization -- rastaf0
|
||||
//kinda localization -- rastaf0
|
||||
//same keys as above, but on russian keyboard layout. This file uses cp1251 as encoding.
|
||||
":ê" = "right hand", "#ê" = "right hand", ".ê" = "right hand",
|
||||
":ä" = "left hand", "#ä" = "left hand", ".ä" = "left hand",
|
||||
@@ -48,7 +48,7 @@ var/list/department_radio_keys = list(
|
||||
":ô" = "alientalk", "#ô" = "alientalk", ".ô" = "alientalk",
|
||||
":å" = "Syndicate", "#å" = "Syndicate", ".å" = "Syndicate",
|
||||
":é" = "Supply", "#é" = "Supply", ".é" = "Supply",
|
||||
":ï" = "changeling", "#ï" = "changeling", ".ï" = "changeling" */
|
||||
":ï" = "changeling", "#ï" = "changeling", ".ï" = "changeling"
|
||||
)
|
||||
|
||||
/mob/living/proc/binarycheck()
|
||||
|
||||
@@ -57,6 +57,7 @@ var/list/ai_list = list()
|
||||
var/last_announcement = ""
|
||||
|
||||
/mob/living/silicon/ai/New(loc, var/datum/ai_laws/L, var/obj/item/device/mmi/B, var/safety = 0)
|
||||
|
||||
var/list/possibleNames = ai_names
|
||||
|
||||
var/pickedName = null
|
||||
|
||||
@@ -118,7 +118,8 @@
|
||||
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 = "c20r"
|
||||
item_state = "bulldog"
|
||||
icon_override = 'icons/mob/in-hand/guns.dmi'
|
||||
w_class = 3.0
|
||||
origin_tech = "combat=5;materials=4;syndicate=6"
|
||||
mag_type = "/obj/item/ammo_box/magazine/m12g"
|
||||
|
||||
|
After Width: | Height: | Size: 595 B |
|
After Width: | Height: | Size: 26 KiB |
|
Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.8 KiB |
|
Before Width: | Height: | Size: 70 KiB After Width: | Height: | Size: 71 KiB |
|
Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 35 KiB |