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Moved into their own folder and got split into three files. Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head. Attacking: Armor is properly checked. Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer. Stungloves/Disarm now show up in the attack log. Stungloves ignore intent. Silicon: AI units can now move between cams that are not on the ss13 network. Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round. Robot vision now uses the standard amount of energy. Gamemodes: Added Deuryn's unrev message. Runes can only be examined if you are close to them. Moved the Loyalty implants to the HoS' locker at the request of HerpA. Nuke agents now come with explosive implants that will activate upon death. Projectiles: Once again went though the gun code and cleaned things up, it is much better now. Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff. Freeze /caplaser/xbow no longer have an infinite loop. Shotguns have to be pumped manually. Went though the latest runtime log. Power cells now use return on their give/use procs Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items. Laying down will now only take 3 ticks to get up, from 5. You can no longer punch people on the spawn screen. This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal. This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
63 lines
3.4 KiB
Plaintext
63 lines
3.4 KiB
Plaintext
/obj/item/clothing/head/helmet/space/space_ninja
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desc = "What may appear to be a simple black garment is in fact a highly sophisticated nano-weave helmet. Standard issue ninja gear."
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name = "ninja hood"
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icon_state = "s-ninja"
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item_state = "s-ninja_mask"
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see_face = 1
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allowed = list(/obj/item/weapon/cell)
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25)
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/obj/item/clothing/suit/space/space_ninja
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name = "ninja suit"
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desc = "A unique, vaccum-proof suit of nano-enhanced armor designed specifically for Spider Clan assassins."
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icon_state = "s-ninja"
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item_state = "s-ninja_suit"
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/handcuffs,/obj/item/weapon/tank/emergency_oxygen,/obj/item/weapon/cell)
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protective_temperature = 5000
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slowdown = 0
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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var
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//Important parts of the suit.
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mob/living/carbon/affecting = null//The wearer.
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obj/item/weapon/cell/cell//Starts out with a high-capacity cell using New().
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datum/effect/system/spark_spread/spark_system//To create sparks.
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reagent_list[] = list("tricordrazine","dexalinp","spaceacillin","anti_toxin","nutriment","radium","hyronalin")//The reagents ids which are added to the suit at New().
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stored_research[]//For stealing station research.
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obj/item/weapon/disk/tech_disk/t_disk//To copy design onto disk.
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//Other articles of ninja gear worn together, used to easily reference them after initializing.
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obj/item/clothing/head/helmet/space/space_ninja/n_hood
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obj/item/clothing/shoes/space_ninja/n_shoes
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obj/item/clothing/gloves/space_ninja/n_gloves
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//Main function variables.
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s_initialized = 0//Suit starts off.
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s_coold = 0//If the suit is on cooldown. Can be used to attach different cooldowns to abilities. Ticks down every second based on suit ntick().
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s_cost = 5.0//Base energy cost each ntick.
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s_acost = 25.0//Additional cost for additional powers active.
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k_cost = 200.0//Kamikaze energy cost each ntick.
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k_damage = 1.0//Brute damage potentially done by Kamikaze each ntick.
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s_delay = 40.0//How fast the suit does certain things, lower is faster. Can be overridden in specific procs. Also determines adverse probability.
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a_transfer = 20.0//How much reagent is transferred when injecting.
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r_maxamount = 80.0//How much reagent in total there is.
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//Support function variables.
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spideros = 0//Mode of SpiderOS. This can change so I won't bother listing the modes here (0 is hub). Check ninja_equipment.dm for how it all works.
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s_active = 0//Stealth off.
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s_busy = 0//Is the suit busy with a process? Like AI hacking. Used for safety functions.
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kamikaze = 0//Kamikaze on or off.
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k_unlock = 0//To unlock Kamikaze.
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//Ability function variables.
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s_bombs = 10.0//Number of starting ninja smoke bombs.
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a_boost = 3.0//Number of adrenaline boosters.
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//Onboard AI related variables.
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mob/living/silicon/ai/AI//If there is an AI inside the suit.
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obj/item/device/paicard/pai//A slot for a pAI device
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obj/effect/overlay/hologram//Is the AI hologram on or off? Visible only to the wearer of the suit. This works by attaching an image to a blank overlay.
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flush = 0//If an AI purge is in progress.
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s_control = 1//If user in control of the suit.
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