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24845b238a
* Initial commit - FLOCKMIND - Probably has like a billion things to fix * Do after conversions * Config * Moved the files, icon fixes * Tick everything, language work, event, spawn landmark, role prefs, beginning mob port * Spans and some other fixes. Also the tickening * More tickening * More fixes. Lots of fixes. * More Fixes * A whole lot more. Also flock TGUI. * Fixes fixes fixes fixes fixes * FIXES * More fixes - PR ready, still needs a fuckton of testing * Fixes * fix incomplete upstream merge * fix FlockPanel + sort button name * TGUI review * Fixes tealprint list * Fixes * More fixes * Incapacitator Fix * Filenames * Linters * Interceptor range buff * Reagent counts * Linters * Fabricator vendor fix * Keybinds and HUD - Flockdrones, Fixes Vendor Conversion, Cube Materials * Reworks reagent, adds flock grilles, fixes compute node overlays * Intent-based flockdrone parts * Intent based drone parts * Radial control panel for controlling drones manually, phasing through windows/grilles * Movement fixes * Radio talk power, stare fix * Flock health HUD * Fixes flock lights, linters * Unit tests * Adds countdown to relay * Relay improvements * Small fix * Logic Schmogic * Relay overlay and looping sound effect * Ignore air when converting turfs * Cage fixes and improvements * Improved flock bolt * Turret conversions * Flock bolts taze simple or basic mobs * Sentience type * Fixe * Linter * tgui review stage 2 * Concentrated Repair Burst * Improves radio detection * Removes extra space * Adds healing visual effect * Cube tech levels * Ghooost * Excess * Flock doors, chairs, lattices. Centralizes conversion code. Crafting with Gnesis * Update code/modules/antagonists/flockmind/ai_behaviors/flock_wander.dm Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> * Fixes the fix * Astar movement detection * Fix, extraneous code, language stuff * Language fixes and wander fix * Fixes * Another fix * Lints * Another linter * Language improvement * More language improvements * Time requirement and appearing in orbit menu as an antag * Cube glow * TGUI * Minicache * Linters * Grammar * Material ID fix * Lid fix * Reagent turf reaction * Reagent fix * Butcher results * Conversion rates * Flock stare fix * Fixes stare behavior * Staring * Flock mob blood * Flock mobs gibs and blood. Also some runtime fixes * Flock mobs now resist out of grabs, buckles, lockers, and more * Fixes flock orbit, fixes a runtime I think, * Target mechs, damage mechs, other bug fixes * Cage fix * Cage resist change * Some mind changes, gatecrash buff * Drones now shoot mechs, stare improvement * Cut down on spam a little * Nest fix * No more resist spam * Fixed drone death control * Resist statement * Makes the relay alarm scarier * Fixes dead flock camera mobs having no ghost sprite, something with ghosting * Enhanced flockphasing * Improved flockmob pathing * Added required turf restriction to relay * Increased needed bandwidth for relay construction * Nerfed drone substrate rate * Added new status tab items for relay progress * Another relay cost adjustment * Improves drone AI responsiveness * Computer frames now become flock computers * Improves target finding for conversion, building, and replicating * Reduced flock event pop requirements * Adjusts flock protection on structures. Adjusts overlays. * Relay unlock tweak * Fixwes flock being able to gib mech'd AIs with one button * Map conflict * Flock can no longer be outed by merely existing * Fied bug causing drones to shoot themselves * Prevents mobs from attacking while in a cage * Converter tool can now open closets and crates. * Adds descriptions to flockdrone tools. * More informatic blurbs * Adds xenobiology organs * Organ lint * TGUI merge * bundle and mm --------- Signed-off-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Co-authored-by: Toastical <20125180+Toastical@users.noreply.github.com> Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
77 lines
2.4 KiB
Plaintext
77 lines
2.4 KiB
Plaintext
/obj/effect/decal/cleanable/blood/xeno
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name = "xeno blood"
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desc = "It's green and acidic. It looks like... <i>blood?</i>"
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basecolor = COLOR_BLOOD_XENO
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blood_state = BLOOD_STATE_XENO
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/obj/effect/decal/cleanable/blood/xeno/splatter
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random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
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cleanable_amount = 2
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/obj/effect/decal/cleanable/blood/gibs/xeno
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name = "xeno gibs"
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desc = "Gnarly..."
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icon_state = "xgib1"
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6")
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basecolor = COLOR_BLOOD_XENO
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/obj/effect/decal/cleanable/blood/gibs/xeno/up
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6", "xgibup1", "xgibup1", "xgibup1")
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/obj/effect/decal/cleanable/blood/gibs/xeno/down
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random_icon_states = list("xgib1", "xgib2", "xgib3", "xgib4", "xgib5", "xgib6", "xgibdown1", "xgibdown1", "xgibdown1")
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/obj/effect/decal/cleanable/blood/gibs/xeno/body
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random_icon_states = list("xgibhead", "xgibtorso")
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/obj/effect/decal/cleanable/blood/gibs/xeno/limb
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random_icon_states = list("xgibleg", "xgibarm")
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/obj/effect/decal/cleanable/blood/gibs/xeno/core
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random_icon_states = list("xgibmid1", "xgibmid2", "xgibmid3")
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/obj/effect/decal/cleanable/blood/xtracks
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basecolor = COLOR_BLOOD_XENO
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/// this is the alien blood file, slimes are aliens.
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/obj/effect/decal/cleanable/blood/slime
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name = "slime jelly"
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desc = "It's a transparent semi-liquid from a slime or slime person. Don't lick it."
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basecolor = "#0b8f70"
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bloodiness = MAX_SHOE_BLOODINESS
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alpha = BLOOD_SPLATTER_ALPHA_SLIME
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/obj/effect/decal/cleanable/blood/slime/dry()
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return
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/obj/effect/decal/cleanable/blood/slime/streak
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random_icon_states = list("mgibbl1", "mgibbl2", "mgibbl3", "mgibbl4", "mgibbl5")
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cleanable_amount = 2
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/obj/effect/decal/cleanable/blood/vox
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name = "vox blood"
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desc = "It's a blue streak of nitrogen-rich vox blood."
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basecolor = "#2299FC"
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bloodiness = MAX_SHOE_BLOODINESS
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/obj/effect/decal/cleanable/blood/innards/vox
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basecolor = "#2299FC"
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/obj/effect/decal/cleanable/blood/gibs/vox
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basecolor = "#2299FC"
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fleshcolor = "#808D11"
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/obj/effect/decal/cleanable/blood/gibs/core/vox
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basecolor = "#2299FC"
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fleshcolor = "#808D11"
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/obj/effect/decal/cleanable/blood/gibs/down/vox
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basecolor = "#2299FC"
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fleshcolor = "#808D11"
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/obj/effect/decal/cleanable/blood/gibs/flock
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basecolor = COLOR_BLOOD_FLOCK
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/obj/effect/decal/cleanable/blood/gibs/core/flock
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basecolor = COLOR_BLOOD_FLOCK
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