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kyunkyunkyun b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00

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// Dead Ratvar
/obj/structure/dead_ratvar
name = "hulking wreck"
desc = "The remains of a monstrous war machine."
icon = 'icons/obj/lavaland/dead_ratvar.dmi'
icon_state = "dead_ratvar"
flags = ON_BORDER
appearance_flags = 0
layer = FLY_LAYER
anchored = TRUE
density = TRUE
bound_width = 416
bound_height = 64
pixel_y = -10
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/effect/clockwork
// An "overlay" used by clockwork walls and floors to appear normal to mesons.
/obj/effect/clockwork/overlay
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/atom/linked
/obj/effect/clockwork/overlay/examine(mob/user)
if(linked)
return linked.examine(user)
else
. = ..()
/obj/effect/clockwork/overlay/ex_act()
return FALSE
/obj/effect/clockwork/overlay/singularity_act()
return
/obj/effect/clockwork/overlay/singularity_pull(S, current_size)
return
/obj/effect/clockwork/overlay/Destroy()
if(linked)
linked = null
. = ..()
/obj/effect/clockwork/overlay/floor
icon = 'icons/turf/floors.dmi'
icon_state = "clockwork_floor"
layer = TURF_LAYER
plane = FLOOR_PLANE
/// this is used by BLOOD CULT, it shouldn't use such a path...
/obj/effect/clockwork/overlay/floor/bloodcult
icon_state = "cult"
// Wall gears
//A massive gear, effectively a girder for clocks.
/obj/structure/clockwork/wall_gear
name = "massive gear"
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "wall_gear"
climbable = TRUE
max_integrity = 100
anchored = TRUE
density = TRUE
resistance_flags = FIRE_PROOF | ACID_PROOF
desc = "A massive brass gear. You could probably secure or unsecure it with a wrench, or just climb over it."
/obj/structure/clockwork/wall_gear/displaced
anchored = FALSE
/obj/structure/clockwork/wall_gear/Initialize(mapload)
. = ..()
new /obj/effect/temp_visual/ratvar/gear(get_turf(src))
/obj/structure/clockwork/wall_gear/emp_act(severity)
return
/obj/structure/clockwork/wall_gear/screwdriver_act(mob/user, obj/item/I)
. = TRUE
if(anchored)
to_chat(user, SPAN_WARNING("[src] needs to be unsecured to disassemble it!"))
return
if(!I.tool_use_check(user, 0))
return
TOOL_ATTEMPT_DISMANTLE_MESSAGE
if(I.use_tool(src, user, 30, volume = I.tool_volume))
TOOL_DISMANTLE_SUCCESS_MESSAGE
deconstruct(TRUE)
/obj/structure/clockwork/wall_gear/wrench_act(mob/user, obj/item/I)
. = TRUE
if(!I.tool_use_check(user, 0))
return
default_unfasten_wrench(user, I, 10)
/obj/structure/clockwork/wall_gear/item_interaction(mob/living/user, obj/item/I, list/modifiers)
. = ITEM_INTERACT_COMPLETE
if(istype(I, /obj/item/stack/tile/brass))
var/obj/item/stack/tile/brass/W = I
if(W.get_amount() < 1)
to_chat(user, SPAN_WARNING("You need one brass sheet to do this!"))
return
var/turf/T = get_turf(src)
if(iswallturf(T))
to_chat(user, SPAN_WARNING("There is already a wall present!"))
return
if(!isfloorturf(T))
to_chat(user, SPAN_WARNING("A floor must be present to build a [anchored ? "false ":""]wall!"))
return
if(locate(/obj/structure/falsewall) in T.contents)
to_chat(user, SPAN_WARNING("There is already a false wall present!"))
return
to_chat(user, SPAN_NOTICE("You start adding [W] to [src]..."))
if(do_after(user, 20, target = src))
var/brass_floor = FALSE
if(istype(T, /turf/simulated/floor/clockwork)) //if the floor is already brass, costs less to make(conservation of masssssss)
brass_floor = TRUE
if(W.use(2 - brass_floor))
if(anchored)
T.ChangeTurf(/turf/simulated/wall/clockwork)
else
T.ChangeTurf(/turf/simulated/floor/clockwork)
new /obj/structure/falsewall/brass(T)
qdel(src)
else
to_chat(user, SPAN_WARNING("You need more brass to make a [anchored ? "false ":""]wall!"))
return
return ..()
/obj/structure/clockwork/wall_gear/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT) && disassembled)
new /obj/item/stack/tile/brass(loc, 3)
return ..()
//The base clockwork item. Can have an alternate desc and will show up in the list of clockwork objects.
/obj/item/clockwork
resistance_flags = FIRE_PROOF | ACID_PROOF
//Shards of Alloy, suitable only as a source of power for a replica fabricator.
/obj/item/clockwork/alloy_shards
name = "replicant alloy shards"
desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "alloy_shards"
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/randomsinglesprite = FALSE
var/randomspritemax = 2
scatter_distance = 9
/obj/item/clockwork/alloy_shards/Initialize(mapload)
. = ..()
if(randomsinglesprite)
replace_name_desc()
icon_state = "[base_icon_state][rand(1, randomspritemax)]"
scatter_atom()
/obj/item/clockwork/alloy_shards/proc/replace_name_desc()
name = "replicant alloy shard"
desc = "A broken shard of some oddly malleable metal. It occasionally moves and seems to glow."
/obj/item/clockwork/alloy_shards/clockgolem_remains
name = "clockwork golem scrap"
desc = "A pile of scrap metal. It seems damaged beyond repair."
icon_state = "clockgolem_dead"
scatter_distance = 0
/obj/item/clockwork/alloy_shards/large
w_class = WEIGHT_CLASS_TINY
randomsinglesprite = TRUE
icon_state = "shard_large"
base_icon_state = "shard_large"
/obj/item/clockwork/alloy_shards/medium
w_class = WEIGHT_CLASS_TINY
randomsinglesprite = TRUE
icon_state = "shard_medium"
base_icon_state = "shard_medium"
scatter_distance = 10
/obj/item/clockwork/alloy_shards/medium/gear_bit
randomspritemax = 4
icon_state = "gear_bit1"
base_icon_state = "gear_bit"
scatter_distance = 12
/obj/item/clockwork/alloy_shards/medium/gear_bit/replace_name_desc()
name = "gear bit"
desc = "A broken chunk of a gear. You want it."
/// gives more power
/obj/item/clockwork/alloy_shards/medium/gear_bit/large
/obj/item/clockwork/alloy_shards/medium/gear_bit/large/replace_name_desc()
..()
name = "complex gear bit"
/obj/item/clockwork/alloy_shards/small
w_class = WEIGHT_CLASS_TINY
randomsinglesprite = TRUE
randomspritemax = 3
icon_state = "shard_small"
base_icon_state = "shard_small"
scatter_distance = 12
/obj/item/clockwork/alloy_shards/pinion_lock
name = "pinion lock"
desc = "A dented and scratched gear. It's very heavy."
icon_state = "pinion_lock"
//Components: Used in scripture.
/obj/item/clockwork/component
name = "arbitrary clockwork component"
desc = "A strange artifact and powerful of Ratvar that should not exist. Make an issue report to GitHub if you see this."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "dread_ipad" // So it's visible.
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/clockwork/component/belligerent_eye
name = "belligerent eye"
desc = "A brass construct with a rotating red center. It's as though it's looking for something to hurt."
icon_state = "belligerent_eye"
/obj/item/clockwork/component/belligerent_eye/blind_eye
name = "blind eye"
desc = "A heavy brass eye, its red iris fallen dark."
icon_state = "blind_eye"
/obj/item/clockwork/component/belligerent_eye/lens_gem
name = "lens gem"
desc = "A tiny pinkish gem. It catches the light oddly, almost glowing."
icon_state = "lens_gem"
w_class = WEIGHT_CLASS_TINY
light_range = 1.4
light_power = 0.4
light_color = "#F42B9D"
/obj/item/clockwork/component/vanguard_cogwheel
name = "vanguard cogwheel"
desc = "A sturdy brass cog with a faintly glowing blue gem in its center."
icon_state = "vanguard_cogwheel"
/obj/item/clockwork/component/vanguard_cogwheel/onyx_prism
name = "onyx prism"
desc = "An onyx prism with a small aperture. It's very heavy."
icon_state = "onyx_prism"
/obj/item/clockwork/component/geis_capacitor
name = "geis capacitor"
desc = "A curiously cold brass doodad. It seems as though it really doesn't appreciate being held."
icon_state = "geis_capacitor"
/obj/item/clockwork/component/geis_capacitor/fallen_armor
name = "fallen armor"
desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
icon_state = "fallen_armor"
/obj/item/clockwork/component/geis_capacitor/antennae
name = "mania motor antennae"
desc = "A pair of dented and bent antennae. They constantly emit a static hiss."
icon_state = "mania_motor_antennae"
/obj/item/clockwork/component/replicant_alloy
name = "replicant alloy"
desc = "A seemingly strong but very malleable chunk of metal. It seems as though it wants to be molded into something greater."
icon_state = "replicant_alloy"
/obj/item/clockwork/component/replicant_alloy/smashed_anima_fragment
name = "smashed anima fragment"
desc = "Shattered chunks of metal. Damaged beyond repair and completely unusable."
icon_state = "smashed_anime_fragment"
/obj/item/clockwork/component/replicant_alloy/replication_plate
name = "replication plate"
desc = "A flat, heavy disc of metal with a triangular formation on its surface."
icon_state = "replication_plate"
/obj/item/clockwork/component/hierophant_ansible
name = "hierophant ansible"
desc = "Some sort of transmitter? It seems as though it's trying to say something."
icon_state = "hierophant_ansible"
/obj/item/clockwork/component/hierophant_ansible/obelisk
name = "obelisk prism"
desc = "A prism that occasionally glows brightly. It seems not-quite there."
icon_state = "obelisk_prism"
//Ratvarian spear
/obj/item/spear/ratvarian_spear
name = "ratvarian spear"
desc = "A razor-sharp spear made of brass. It thrums with barely-contained energy."
base_icon_state = "ratvarian_spear"
icon_state = "ratvarian_spear0"
force = 12
force_unwielded = 12
force_wielded = 22
throwforce = 25
armor_penetration_percentage = 15
embed_chance = 0 // would suck to lose this after one throw
var/bonus_burn = 5 // currently does nothing