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traitor expansion, so I'll try to be brief: - I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet. - I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era). - I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self- explanitory. If not, check out their descriptions in the file previously mentioned. - Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file. - New telecomms bus mainframe sprite, thanks to WJohnston. - New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors. - A couple of minor bugfixes here and there, along with some code tidying. Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits. Revision: r3692 Author: vageyenaman
63 lines
2.2 KiB
Plaintext
63 lines
2.2 KiB
Plaintext
/obj/item/weapon/storage/briefcase/New()
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..()
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new /obj/item/weapon/paper(src)
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new /obj/item/weapon/paper(src)
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new /obj/item/weapon/paper(src)
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new /obj/item/weapon/paper(src)
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new /obj/item/weapon/paper(src)
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new /obj/item/weapon/paper(src)
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new /obj/item/weapon/pen(src)
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/obj/item/weapon/storage/briefcase/attack(mob/M as mob, mob/living/user as mob)
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//..()
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if ((CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.Paralyse(2)
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return
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been attacked with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to attack [M.name] ([M.ckey])</font>")
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log_admin("ATTACK: [user] ([user.ckey]) attacked [M] ([M.ckey]) with [src].")
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message_admins("ATTACK: [user] ([user.ckey]) attacked [M] ([M.ckey]) with [src].")
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log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
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if (M.stat < 2 && M.health < 50 && prob(90))
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var/mob/H = M
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// ******* Check
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if ((istype(H, /mob/living/carbon/human) && istype(H, /obj/item/clothing/head) && H.flags & 8 && prob(80)))
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M << "\red The helmet protects you from being hit hard in the head!"
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return
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var/time = rand(2, 6)
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if (prob(75))
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M.Paralyse(time)
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else
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M.Stun(time)
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if(M.stat != 2) M.stat = 1
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\red <B>[] has been knocked unconscious!</B>", M), 1, "\red You hear someone fall.", 2)
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else
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M << text("\red [] tried to knock you unconcious!",user)
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M.eye_blurry += 3
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return
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/obj/item/weapon/storage/briefcase/surgery
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icon_state = "medbriefcase"
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name = "surgery equipment bag"
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desc = "Heavy and full of sharp things."
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New()
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..()
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contents = list()
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sleep(1)
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new /obj/item/weapon/circular_saw(src)
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new /obj/item/weapon/hemostat(src)
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new /obj/item/weapon/scalpel(src)
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new /obj/item/weapon/retractor(src)
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new /obj/item/weapon/cautery(src)
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new /obj/item/weapon/surgical_tool/bonegel(src)
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new /obj/item/weapon/surgical_tool/bonesetter(src) |