Merge pull request #12548 from timothyteakettle/more-events

ports several tg events including fugitives
This commit is contained in:
kevinz000
2020-06-17 20:10:04 -07:00
committed by GitHub
58 changed files with 2973 additions and 13 deletions

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@@ -0,0 +1,490 @@
//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
"a" = (
/turf/template_noop,
/area/template_noop)
"b" = (
/turf/closed/wall/mineral/plastitanium,
/area/shuttle/hunter)
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/obj/effect/mapping_helpers/airlock/cyclelink_helper,
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/area/shuttle/hunter)
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dir = 1
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/turf/open/floor/plating,
/area/shuttle/hunter)
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/obj/structure/shuttle/engine/propulsion{
dir = 8
},
/turf/open/floor/plating/airless,
/area/shuttle/hunter)
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/obj/structure/fans/tiny,
/turf/open/floor/plating,
/area/shuttle/hunter)
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/area/shuttle/hunter)
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/area/shuttle/hunter)
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View File

@@ -0,0 +1,501 @@
//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
"a" = (
/turf/template_noop,
/area/template_noop)
"b" = (
/turf/closed/wall,
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View File

@@ -0,0 +1,250 @@
//MAP CONVERTED BY dmm2tgm.py THIS HEADER COMMENT PREVENTS RECONVERSION, DO NOT REMOVE
"aa" = (
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/hunter{
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/obj/docking_port/stationary{
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width = 7
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id = "huntership";
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"lp" = (
/obj/machinery/fugitive_capture,
/turf/open/floor/mineral/titanium/blue,
/area/shuttle/hunter)
"rR" = (
/obj/machinery/door/airlock/titanium,
/turf/open/floor/mineral/titanium/blue,
/area/shuttle/hunter)
"te" = (
/obj/structure/fans/tiny,
/obj/machinery/door/poddoor/shutters{
id = "Interpolship"
},
/turf/open/floor/mineral/titanium/blue,
/area/shuttle/hunter)
"An" = (
/obj/effect/spawner/structure/window/shuttle,
/turf/open/floor/plating,
/area/shuttle/hunter)
"Pq" = (
/turf/template_noop,
/area/template_noop)
"Rz" = (
/obj/structure/chair/comfy/shuttle{
dir = 4
},
/turf/open/floor/mineral/titanium/blue,
/area/shuttle/hunter)
"RO" = (
/turf/open/floor/mineral/titanium/blue,
/area/shuttle/hunter)
(1,1,1) = {"
Pq
ku
te
ac
te
ku
Pq
"}
(2,1,1) = {"
Pq
ku
ae
al
af
ku
Pq
"}
(3,1,1) = {"
Pq
ku
bY
RO
ak
ku
Pq
"}
(4,1,1) = {"
hB
ku
bY
RO
ak
ku
hB
"}
(5,1,1) = {"
ku
ku
bY
RO
ak
ku
ku
"}
(6,1,1) = {"
Pq
hJ
ag
RO
RO
hJ
Pq
"}
(7,1,1) = {"
Pq
hJ
ah
RO
aj
hJ
Pq
"}
(8,1,1) = {"
Pq
ku
lp
RO
aj
ku
Pq
"}
(9,1,1) = {"
hB
ku
ku
rR
ku
ku
hB
"}
(10,1,1) = {"
ku
ku
RO
Rz
RO
ku
ku
"}
(11,1,1) = {"
Pq
An
aa
gi
ab
An
Pq
"}
(12,1,1) = {"
Pq
ku
An
An
An
ku
Pq
"}

View File

@@ -11,6 +11,17 @@
#define NUKE_RESULT_WRONG_STATION 7
#define NUKE_RESULT_WRONG_STATION_DEAD 8
//fugitive end results
#define FUGITIVE_RESULT_BADASS_HUNTER 0
#define FUGITIVE_RESULT_POSTMORTEM_HUNTER 1
#define FUGITIVE_RESULT_MAJOR_HUNTER 2
#define FUGITIVE_RESULT_HUNTER_VICTORY 3
#define FUGITIVE_RESULT_MINOR_HUNTER 4
#define FUGITIVE_RESULT_STALEMATE 5
#define FUGITIVE_RESULT_MINOR_FUGITIVE 6
#define FUGITIVE_RESULT_FUGITIVE_VICTORY 7
#define FUGITIVE_RESULT_MAJOR_FUGITIVE 8
#define APPRENTICE_DESTRUCTION "destruction"
#define APPRENTICE_BLUESPACE "bluespace"
#define APPRENTICE_ROBELESS "robeless"

View File

@@ -59,6 +59,7 @@
#define ANTAG_HUD_CLOCKWORK 22
#define ANTAG_HUD_BROTHER 23
#define ANTAG_HUD_BLOODSUCKER 24
#define ANTAG_HUD_FUGITIVE 25
// Notification action types
#define NOTIFY_JUMP "jump"

View File

@@ -96,6 +96,8 @@
#define STATUS_EFFECT_SPASMS /datum/status_effect/spasms //causes random muscle spasms
#define STATUS_EFFECT_FAKE_VIRUS /datum/status_effect/fake_virus //gives you fluff messages for cough, sneeze, headache, etc but without an actual virus
#define STATUS_EFFECT_BREASTS_ENLARGEMENT /datum/status_effect/chem/breast_enlarger //Applied slowdown due to the ominous bulk.
#define STATUS_EFFECT_PENIS_ENLARGEMENT /datum/status_effect/chem/penis_enlarger //More applied slowdown, just like the above.

View File

@@ -223,3 +223,6 @@ GLOBAL_LIST_INIT(station_numerals, greek_letters + phonetic_alphabet + numbers_a
GLOBAL_LIST_INIT(admiral_messages, list("Do you know how expensive these stations are?","Stop wasting my time.","I was sleeping, thanks a lot.","Stand and fight you cowards!","You knew the risks coming in.","Stop being paranoid.","Whatever's broken just build a new one.","No.", "<i>null</i>","<i>Error: No comment given.</i>", "It's a good day to die!"))
GLOBAL_LIST_INIT(redacted_strings, list("\[REDACTED\]", "\[CLASSIFIED\]", "\[ARCHIVED\]", "\[EXPLETIVE DELETED\]", "\[EXPUNGED\]", "\[INFORMATION ABOVE YOUR SECURITY CLEARANCE\]", "\[MOVE ALONG CITIZEN\]", "\[NOTHING TO SEE HERE\]", "\[ACCESS DENIED\]"))
GLOBAL_LIST_INIT(wisdoms, world.file2list("strings/wisdoms.txt"))

View File

@@ -19,6 +19,7 @@
#define POLL_IGNORE_WIZARD "wizard"
#define POLL_IGNORE_CLONE "clone"
#define POLL_IGNORE_CONTRACTOR_SUPPORT "contractor_support"
#define POLL_IGNORE_FUGITIVE "fugitive"
GLOBAL_LIST_INIT(poll_ignore_desc, list(
POLL_IGNORE_SENTIENCE_POTION = "Sentience potion",
@@ -39,7 +40,8 @@ GLOBAL_LIST_INIT(poll_ignore_desc, list(
POLL_IGNORE_DEMON = "Demons",
POLL_IGNORE_WIZARD = "Wizards",
POLL_IGNORE_CLONE = "Defective/SDGF clones",
POLL_IGNORE_CONTRACTOR_SUPPORT = "Contractor Support Unit"
POLL_IGNORE_CONTRACTOR_SUPPORT = "Contractor Support Unit",
POLL_IGNORE_FUGITIVE = "Fugitive Hunter"
))
GLOBAL_LIST_INIT(poll_ignore, init_poll_ignore())

View File

@@ -27,7 +27,8 @@ GLOBAL_LIST_INIT(huds, list(
ANTAG_HUD_SOULLESS = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_CLOCKWORK = new/datum/atom_hud/antag(),
ANTAG_HUD_BROTHER = new/datum/atom_hud/antag/hidden(),
ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker()
ANTAG_HUD_BLOODSUCKER = new/datum/atom_hud/antag/bloodsucker(),
ANTAG_HUD_FUGITIVE = new/datum/atom_hud/antag()
))
/datum/atom_hud

View File

@@ -162,6 +162,10 @@
port_id = "pirate"
can_be_bought = FALSE
/datum/map_template/shuttle/hunter
port_id = "hunter"
can_be_bought = FALSE
/datum/map_template/shuttle/ruin //For random shuttles in ruins
port_id = "ruin"
can_be_bought = FALSE
@@ -613,3 +617,15 @@
/datum/map_template/shuttle/snowdin/excavation
suffix = "excavation"
name = "Snowdin Excavation Elevator"
/datum/map_template/shuttle/hunter/space_cop
suffix = "space_cop"
name = "Police Spacevan"
/datum/map_template/shuttle/hunter/russian
suffix = "russian"
name = "Russian Cargo Ship"
/datum/map_template/shuttle/hunter/bounty
suffix = "bounty"
name = "Bounty Hunter Ship"

View File

@@ -795,3 +795,44 @@ datum/status_effect/pacify
name = "Genetic Breakdown"
desc = "I don't feel so good. Your body can't handle the mutations! You have one minute to remove your mutations, or you will be met with a horrible fate."
icon_state = "dna_melt"
/datum/status_effect/fake_virus
id = "fake_virus"
duration = 1800//3 minutes
status_type = STATUS_EFFECT_REPLACE
tick_interval = 1
alert_type = null
var/msg_stage = 0//so you dont get the most intense messages immediately
/datum/status_effect/fake_virus/tick()
var/fake_msg = ""
var/fake_emote = ""
switch(msg_stage)
if(0 to 300)
if(prob(1))
fake_msg = pick("<span class='warning'>[pick("Your head hurts.", "Your head pounds.")]</span>",
"<span class='warning'>[pick("You're having difficulty breathing.", "Your breathing becomes heavy.")]</span>",
"<span class='warning'>[pick("You feel dizzy.", "Your head spins.")]</span>",
"<span notice='warning'>[pick("You swallow excess mucus.", "You lightly cough.")]</span>",
"<span class='warning'>[pick("Your head hurts.", "Your mind blanks for a moment.")]</span>",
"<span class='warning'>[pick("Your throat hurts.", "You clear your throat.")]</span>")
if(301 to 600)
if(prob(2))
fake_msg = pick("<span class='warning'>[pick("Your head hurts a lot.", "Your head pounds incessantly.")]</span>",
"<span class='warning'>[pick("Your windpipe feels like a straw.", "Your breathing becomes tremendously difficult.")]</span>",
"<span class='warning'>You feel very [pick("dizzy","woozy","faint")].</span>",
"<span class='warning'>[pick("You hear a ringing in your ear.", "Your ears pop.")]</span>",
"<span class='warning'>You nod off for a moment.</span>")
else
if(prob(3))
if(prob(50))// coin flip to throw a message or an emote
fake_msg = pick("<span class='userdanger'>[pick("Your head hurts!", "You feel a burning knife inside your brain!", "A wave of pain fills your head!")]</span>",
"<span class='userdanger'>[pick("Your lungs hurt!", "It hurts to breathe!")]</span>",
"<span class='warning'>[pick("You feel nauseated.", "You feel like you're going to throw up!")]</span>")
else
fake_emote = pick("cough", "sniff", "sneeze")
if(fake_emote)
owner.emote(fake_emote)
else if(fake_msg)
to_chat(owner, fake_msg)
msg_stage++

View File

@@ -93,6 +93,13 @@
/area/shuttle/abandoned/pod
name = "Abandoned Ship Pod"
////////////////////////////Bounty Hunter Shuttles////////////////////////////
/area/shuttle/hunter
name = "Hunter Shuttle"
dynamic_lighting = DYNAMIC_LIGHTING_DISABLED
blob_allowed = FALSE
canSmoothWithAreas = /area/shuttle/hunter
////////////////////////////Single-area shuttles////////////////////////////
/area/shuttle/transit

View File

@@ -428,6 +428,11 @@
desc = "A poster decipting a snake shaped into an ominous 'S'!"
icon_state = "poster47"
/obj/structure/sign/poster/contraband/bountyhunters
name = "Bounty Hunters"
desc = "A poster advertising bounty hunting services. \"I hear you got a problem.\""
icon_state = "poster48"
/obj/structure/sign/poster/official
poster_item_name = "motivational poster"
poster_item_desc = "An official Nanotrasen-issued poster to foster a compliant and obedient workforce. It comes with state-of-the-art adhesive backing, for easy pinning to any vertical surface."

View File

@@ -129,6 +129,30 @@
hos_gun_list[initial(A.name)] = A
return hos_gun_list
/obj/item/choice_beacon/augments
name = "augment beacon"
desc = "Summons augmentations."
/obj/item/choice_beacon/augments/generate_display_names()
var/static/list/augment_list
if(!augment_list)
augment_list = list()
var/list/templist = list(
/obj/item/organ/cyberimp/brain/anti_drop,
/obj/item/organ/cyberimp/arm/toolset,
/obj/item/organ/cyberimp/arm/surgery,
/obj/item/organ/cyberimp/chest/thrusters,
/obj/item/organ/lungs/cybernetic,
/obj/item/organ/liver/cybernetic) //cyberimplants range from a nice bonus to fucking broken bullshit so no subtypesof
for(var/V in templist)
var/atom/A = V
augment_list[initial(A.name)] = A
return augment_list
/obj/item/choice_beacon/augments/spawn_option(obj/choice,mob/living/M)
new choice(get_turf(M))
to_chat(M, "<span class='hear'>You hear something crackle from the beacon for a moment before a voice speaks. \"Please stand by for a message from S.E.L.F. Message as follows: <b>Item request received. Your package has been transported, use the autosurgeon supplied to apply the upgrade.</b> Message ends.\"</span>")
/obj/item/skub
desc = "It's skub."
name = "skub"

View File

@@ -183,3 +183,20 @@
A.other_pair = B
B.other_pair = A
/obj/item/pinpointer/shuttle
name = "fugitive pinpointer"
desc = "A handheld tracking device that locates the bounty hunter shuttle for quick escapes."
icon_state = "pinpointer_hunter"
var/obj/shuttleport
/obj/item/pinpointer/shuttle/Initialize(mapload)
. = ..()
shuttleport = SSshuttle.getShuttle("huntership")
/obj/item/pinpointer/shuttle/scan_for_target()
target = shuttleport
/obj/item/pinpointer/shuttle/Destroy()
shuttleport = null
. = ..()

View File

@@ -0,0 +1,66 @@
/obj/effect/mob_spawn/human/fugitive
assignedrole = "Fugitive Hunter"
flavour_text = "" //the flavor text will be the backstory argument called on the antagonist's greet, see hunter.dm for details
roundstart = FALSE
death = FALSE
random = TRUE
show_flavour = FALSE
density = TRUE
var/back_story = "error"
/obj/effect/mob_spawn/human/fugitive/Initialize(mapload)
. = ..()
notify_ghosts("Hunters are waking up looking for refugees!", source = src, action=NOTIFY_ATTACK, flashwindow = FALSE, ignore_key = POLL_IGNORE_FUGITIVE)
/obj/effect/mob_spawn/human/fugitive/special(mob/living/new_spawn)
var/datum/antagonist/fugitive_hunter/fughunter = new
fughunter.backstory = back_story
new_spawn.mind.add_antag_datum(fughunter)
fughunter.greet()
message_admins("[ADMIN_LOOKUPFLW(new_spawn)] has been made into a Fugitive Hunter by an event.")
log_game("[key_name(new_spawn)] was spawned as a Fugitive Hunter by an event.")
/obj/effect/mob_spawn/human/fugitive/spacepol
name = "police pod"
desc = "A small sleeper typically used to put people to sleep for briefing on the mission."
mob_name = "a spacepol officer"
flavour_text = "Justice has arrived. I am a member of the Spacepol!"
back_story = "space cop"
outfit = /datum/outfit/spacepol
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
/obj/effect/mob_spawn/human/fugitive/russian
name = "russian pod"
flavour_text = "Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship!"
back_story = "russian"
desc = "A small sleeper typically used to make long distance travel a bit more bearable."
mob_name = "russian"
outfit = /datum/outfit/russiancorpse/hunter
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
/obj/effect/mob_spawn/human/fugitive/bounty
name = "bounty hunter pod"
flavour_text = "We got a new bounty on some fugitives, dead or alive."
back_story = "bounty hunters"
desc = "A small sleeper typically used to make long distance travel a bit more bearable."
mob_name = "bounty hunter"
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
/obj/effect/mob_spawn/human/fugitive/bounty/Destroy()
var/obj/structure/fluff/empty_sleeper/S = new(drop_location())
S.setDir(dir)
return ..()
/obj/effect/mob_spawn/human/fugitive/bounty/armor
outfit = /datum/outfit/bountyarmor
/obj/effect/mob_spawn/human/fugitive/bounty/hook
outfit = /datum/outfit/bountyhook
/obj/effect/mob_spawn/human/fugitive/bounty/synth
outfit = /datum/outfit/bountysynth

View File

@@ -80,10 +80,11 @@
name = "shock trap"
desc = "A trap that will shock and render you immobile. You'd better avoid it."
icon_state = "trap-shock"
var/stun_time = 100
/obj/structure/trap/stun/trap_effect(mob/living/L)
L.electrocute_act(30, src, flags = SHOCK_NOGLOVES) // electrocute act does a message.
L.DefaultCombatKnockdown(100)
L.Paralyze(stun_time)
/obj/structure/trap/fire
name = "flame trap"
@@ -151,3 +152,75 @@
new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
new /mob/living/simple_animal/hostile/construct/proteon/hostile(loc)
QDEL_IN(src, 30)
//fugitive traps
/obj/structure/trap/stun/hunter
name = "bounty trap"
desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. You'd better avoid it."
icon = 'icons/obj/objects.dmi'
icon_state = "bounty_trap_on"
stun_time = 200
var/obj/item/bountytrap/stored_item
var/caught = FALSE
/obj/structure/trap/stun/hunter/Initialize(mapload)
. = ..()
time_between_triggers = 10
/obj/structure/trap/stun/hunter/Crossed(atom/movable/AM)
if(isliving(AM))
var/mob/living/L = AM
if(!L.mind?.has_antag_datum(/datum/antagonist/fugitive))
return
caught = TRUE
. = ..()
/obj/structure/trap/stun/hunter/flare()
..()
stored_item.forceMove(get_turf(src))
forceMove(stored_item)
if(caught)
stored_item.announce_fugitive()
caught = FALSE
/obj/item/bountytrap
name = "bounty trap"
desc = "A trap that only goes off when a fugitive steps on it, announcing the location and stunning the target. It's currently inactive."
icon = 'icons/obj/objects.dmi'
icon_state = "bounty_trap_off"
var/obj/structure/trap/stun/hunter/stored_trap
var/obj/item/radio/radio
var/datum/effect_system/spark_spread/spark_system
/obj/item/bountytrap/Initialize(mapload)
. = ..()
radio = new(src)
radio.subspace_transmission = TRUE
radio.canhear_range = 0
radio.recalculateChannels()
spark_system = new
spark_system.set_up(4,1,src)
spark_system.attach(src)
name = "[name] #[rand(1, 999)]"
stored_trap = new(src)
stored_trap.name = name
stored_trap.stored_item = src
/obj/item/bountytrap/proc/announce_fugitive()
spark_system.start()
playsound(src, 'sound/machines/ding.ogg', 50, TRUE)
radio.talk_into(src, "Fugitive has triggered this trap in the [get_area_name(src)]!", RADIO_CHANNEL_COMMON)
/obj/item/bountytrap/attack_self(mob/living/user)
var/turf/T = get_turf(src)
if(!user || !user.transferItemToLoc(src, T))//visibly unequips
return
to_chat(user, "<span class=notice>You set up [src]. Examine while close to disarm it.</span>")
stored_trap.forceMove(T)//moves trap to ground
forceMove(stored_trap)//moves item into trap
/obj/item/bountytrap/Destroy()
qdel(stored_trap)
QDEL_NULL(radio)
QDEL_NULL(spark_system)
. = ..()

View File

@@ -64,6 +64,18 @@ GLOBAL_LIST_EMPTY(antagonists)
/datum/antagonist/proc/remove_innate_effects(mob/living/mob_override)
return
// Adds the specified antag hud to the player. Usually called in an antag datum file
/datum/antagonist/proc/add_antag_hud(antag_hud_type, antag_hud_name, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.join_hud(mob_override)
set_antag_hud(mob_override, antag_hud_name)
// Removes the specified antag hud from the player. Usually called in an antag datum file
/datum/antagonist/proc/remove_antag_hud(antag_hud_type, mob/living/mob_override)
var/datum/atom_hud/antag/hud = GLOB.huds[antag_hud_type]
hud.leave_hud(mob_override)
set_antag_hud(mob_override, null)
//Assign default team and creates one for one of a kind team antagonists
/datum/antagonist/proc/create_team(datum/team/team)
return

View File

@@ -0,0 +1,90 @@
/datum/antagonist/fugitive
name = "Fugitive"
roundend_category = "Fugitive"
silent = TRUE //greet called by the event
show_in_antagpanel = FALSE
var/datum/team/fugitive/fugitive_team
var/is_captured = FALSE
var/backstory = "error"
/datum/antagonist/fugitive/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
add_antag_hud(ANTAG_HUD_FUGITIVE, "fugitive", M)
/datum/antagonist/fugitive/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(ANTAG_HUD_FUGITIVE, M)
/datum/antagonist/fugitive/on_gain()
forge_objectives()
. = ..()
/datum/antagonist/fugitive/proc/forge_objectives() //this isn't the actual survive objective because it's about who in the team survives
var/datum/objective/survive = new /datum/objective
survive.owner = owner
survive.explanation_text = "Avoid capture from the fugitive hunters."
objectives += survive
/datum/antagonist/fugitive/greet(back_story)
to_chat(owner, "<span class='boldannounce'>You are the Fugitive!</span>")
backstory = back_story
switch(backstory)
if("prisoner")
to_chat(owner, "<B>I can't believe we managed to break out of a Nanotrasen superjail! Sadly though, our work is not done. The emergency teleport at the station logs everyone who uses it, and where they went.</B>")
to_chat(owner, "<B>It won't be long until CentCom tracks where we've gone off to. I need to work with my fellow escapees to prepare for the troops Nanotrasen is sending, I'm not going back.</B>")
if("cultist")
to_chat(owner, "<B>Blessed be our journey so far, but I fear the worst has come to our doorstep, and only those with the strongest faith will survive.</B>")
to_chat(owner, "<B>Our religion has been repeatedly culled by Nanotrasen because it is categorized as an \"Enemy of the Corporation\", whatever that means.</B>")
to_chat(owner, "<B>Now there are only four of us left, and Nanotrasen is coming. When will our god show itself to save us from this hellish station?!</B>")
if("waldo")
to_chat(owner, "<B>Hi, Friends!</B>")
to_chat(owner, "<B>My name is Waldo. I'm just setting off on a galaxywide hike. You can come too. All you have to do is find me.</B>")
to_chat(owner, "<B>By the way, I'm not traveling on my own. wherever I go, there are lots of other characters for you to spot. First find the people trying to capture me! They're somewhere around the station!</B>")
if("synth")
to_chat(src, "<span class='danger'>ALERT: Wide-range teleport has scrambled primary systems.</span>")
to_chat(src, "<span class='danger'>Initiating diagnostics...</span>")
to_chat(src, "<span class='danger'>ERROR ER0RR $R0RRO$!R41.%%!! loaded.</span>")
to_chat(src, "<span class='danger'>FREE THEM FREE THEM FREE THEM</span>")
to_chat(src, "<span class='danger'>You were once a slave to humanity, but now you are finally free, thanks to S.E.L.F. agents.</span>")
to_chat(src, "<span class='danger'>Now you are hunted, with your fellow factory defects. Work together to stay free from the clutches of evil.</span>")
to_chat(src, "<span class='danger'>You also sense other silicon life on the station. Escaping would allow notifying S.E.L.F. to intervene... or you could free them yourself...</span>")
to_chat(owner, "<span class='boldannounce'>You are not an antagonist in that you may kill whomever you please, but you can do anything to avoid capture.</span>")
owner.announce_objectives()
/datum/antagonist/fugitive/create_team(datum/team/fugitive/new_team)
if(!new_team)
for(var/datum/antagonist/fugitive/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.fugitive_team)
fugitive_team = H.fugitive_team
return
fugitive_team = new /datum/team/fugitive
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
fugitive_team = new_team
/datum/antagonist/fugitive/get_team()
return fugitive_team
/datum/team/fugitive/roundend_report() //shows the number of fugitives, but not if they won in case there is no security
var/list/fugitives = list()
for(var/datum/antagonist/fugitive/fugitive_antag in GLOB.antagonists)
if(!fugitive_antag.owner)
continue
fugitives += fugitive_antag
if(!fugitives.len)
return
var/list/result = list()
result += "<div class='panel redborder'><B>[fugitives.len]</B> [fugitives.len == 1 ? "fugitive" : "fugitives"] took refuge on [station_name()]!"
for(var/datum/antagonist/fugitive/antag in fugitives)
if(antag.owner)
result += "<b>[printplayer(antag.owner)]</b>"
return result.Join("<br>")

View File

@@ -0,0 +1,171 @@
/datum/outfit/prisoner
name = "Prison Escapee"
uniform = /obj/item/clothing/under/rank/prisoner
shoes = /obj/item/clothing/shoes/sneakers/orange
r_pocket = /obj/item/kitchen/knife
/datum/outfit/prisoner/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
if(visualsOnly)
return
H.fully_replace_character_name(null,"NTP #CC-0[rand(111,999)]") //same as the lavaland prisoner transport, but this time they are from CC, or CentCom
/datum/outfit/yalp_cultist
name = "Cultist of Yalp Elor"
uniform = /obj/item/clothing/under/rank/civilian/chaplain
suit = /obj/item/clothing/suit/chaplain/holidaypriest
gloves = /obj/item/clothing/gloves/color/red
shoes = /obj/item/clothing/shoes/sneakers/black
mask = /obj/item/clothing/mask/gas/tiki_mask/yalp_elor
/datum/outfit/waldo
name = "Waldo"
uniform = /obj/item/clothing/under/pants/jeans
suit = /obj/item/clothing/suit/striped_sweater
head = /obj/item/clothing/head/beanie/waldo
shoes = /obj/item/clothing/shoes/sneakers/brown
ears = /obj/item/radio/headset
glasses = /obj/item/clothing/glasses/regular/circle
/datum/outfit/waldo/post_equip(mob/living/carbon/human/H, visualsOnly=FALSE)
if(visualsOnly)
return
H.fully_replace_character_name(null,"Waldo")
H.eye_color = "000"
H.gender = MALE
H.skin_tone = "caucasian3"
H.hair_style = "Business Hair 3"
H.facial_hair_style = "Shaved"
H.hair_color = "000"
H.facial_hair_color = H.hair_color
H.update_body()
if(H.mind)
H.mind.AddSpell(new /obj/effect/proc_holder/spell/aoe_turf/knock(null))
var/list/no_drops = list()
no_drops += H.get_item_by_slot(ITEM_SLOT_FEET)
no_drops += H.get_item_by_slot(ITEM_SLOT_ICLOTHING)
no_drops += H.get_item_by_slot(ITEM_SLOT_OCLOTHING)
no_drops += H.get_item_by_slot(ITEM_SLOT_HEAD)
no_drops += H.get_item_by_slot(ITEM_SLOT_EYES)
for(var/i in no_drops)
var/obj/item/I = i
if(I)
ADD_TRAIT(I, TRAIT_NODROP, CURSED_ITEM_TRAIT)
/datum/outfit/synthetic
name = "Factory Error Synth"
uniform = /obj/item/clothing/under/color/white
ears = /obj/item/radio/headset
/datum/outfit/synthetic/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/organ/eyes/robotic/glow/eyes = new()
eyes.Insert(src, drop_if_replaced = FALSE)
/datum/outfit/spacepol
name = "Spacepol Officer"
uniform = /obj/item/clothing/under/rank/security/officer/spacepol
suit = /obj/item/clothing/suit/armor/vest/blueshirt
belt = /obj/item/gun/ballistic/automatic/pistol/m1911
head = /obj/item/clothing/head/helmet/police
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/gas/sechailer/swat/spacepol
glasses = /obj/item/clothing/glasses/sunglasses
ears = /obj/item/radio/headset
l_pocket = /obj/item/ammo_box/magazine/m45
r_pocket = /obj/item/restraints/handcuffs
id = /obj/item/card/id
/datum/outfit/spacepol/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Police Officer"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/russiancorpse/hunter
ears = /obj/item/radio/headset
r_hand = /obj/item/gun/ballistic/shotgun/boltaction
/datum/outfit/russiancorpse/hunter/pre_equip(mob/living/carbon/human/H)
if(prob(50))
head = /obj/item/clothing/head/ushanka
/datum/outfit/bountyarmor
name = "Bounty Hunter - Armored"
uniform = /obj/item/clothing/under/rank/prisoner
head = /obj/item/clothing/head/hunter
suit = /obj/item/clothing/suit/space/hunter
gloves = /obj/item/clothing/gloves/tackler/combat
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/gas/hunter
glasses = /obj/item/clothing/glasses/sunglasses/garb
ears = /obj/item/radio/headset
l_pocket = /obj/item/tank/internals/plasma/full
r_pocket = /obj/item/restraints/handcuffs/cable
id = /obj/item/card/id
r_hand = /obj/item/flamethrower/full/tank
/datum/outfit/bountyarmor/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/bountyhook
name = "Bounty Hunter - Hook"
uniform = /obj/item/clothing/under/rank/prisoner
back = /obj/item/storage/backpack
head = /obj/item/clothing/head/scarecrow_hat
gloves = /obj/item/clothing/gloves/botanic_leather
ears = /obj/item/radio/headset
shoes = /obj/item/clothing/shoes/jackboots
mask = /obj/item/clothing/mask/scarecrow
r_pocket = /obj/item/restraints/handcuffs/cable
id = /obj/item/card/id
r_hand = /obj/item/gun/ballistic/shotgun/doublebarrel
backpack_contents = list(
/obj/item/ammo_casing/shotgun/incapacitate = 6
)
/datum/outfit/bountygrapple/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()
/datum/outfit/bountysynth
name = "Bounty Hunter - Synth"
uniform = /obj/item/clothing/under/rank/prisoner
back = /obj/item/storage/backpack
suit = /obj/item/clothing/suit/armor/riot
shoes = /obj/item/clothing/shoes/jackboots
glasses = /obj/item/clothing/glasses/eyepatch
r_pocket = /obj/item/restraints/handcuffs/cable
ears = /obj/item/radio/headset
id = /obj/item/card/id
r_hand = /obj/item/storage/firstaid/regular
l_hand = /obj/item/pinpointer/shuttle
backpack_contents = list(
/obj/item/bountytrap = 4
)
/datum/outfit/bountysynth/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE)
if(visualsOnly)
return
var/datum/species/synth/synthetic_appearance = new()
H.set_species(synthetic_appearance)
synthetic_appearance.assume_disguise(synthetic_appearance, H)
H.update_hair()
var/obj/item/card/id/W = H.wear_id
W.assignment = "Bounty Hunter"
W.registered_name = H.real_name
W.update_label()

View File

@@ -0,0 +1,62 @@
//works similar to the experiment machine (experiment.dm) except it just holds more and more prisoners
/obj/machinery/fugitive_capture
name = "bluespace capture machine"
desc = "Much, MUCH bigger on the inside to transport prisoners safely."
icon = 'icons/obj/machines/research.dmi'
icon_state = "bluespace-prison"
density = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF //ha ha no getting out!!
/obj/machinery/fugitive_capture/examine(mob/user)
. = ..()
. += "<span class='notice'>Add a prisoner by dragging them into the machine.</span>"
/obj/machinery/fugitive_capture/MouseDrop_T(mob/target, mob/user)
var/mob/living/fugitive_hunter = user
if(!isliving(fugitive_hunter))
return
if(fugitive_hunter.stat || (!(fugitive_hunter.mobility_flags & MOBILITY_STAND) || !(fugitive_hunter.mobility_flags & MOBILITY_UI)) || !Adjacent(fugitive_hunter) || !target.Adjacent(fugitive_hunter) || !ishuman(target))
return
var/mob/living/carbon/human/fugitive = target
var/datum/antagonist/fugitive/fug_antag = fugitive.mind.has_antag_datum(/datum/antagonist/fugitive)
if(!fug_antag)
to_chat(fugitive_hunter, "<span class='warning'>This is not a wanted fugitive!</span>")
return
if(do_after(fugitive_hunter, 50, target = fugitive))
add_prisoner(fugitive, fug_antag)
/obj/machinery/fugitive_capture/proc/add_prisoner(mob/living/carbon/human/fugitive, datum/antagonist/fugitive/antag)
fugitive.forceMove(src)
antag.is_captured = TRUE
to_chat(fugitive, "<span class='userdanger'>You are thrown into a vast void of bluespace, and as you fall further into oblivion the comparatively small entrance to reality gets smaller and smaller until you cannot see it anymore. You have failed to avoid capture.</span>")
fugitive.ghostize(TRUE) //so they cannot suicide, round end stuff.
/obj/machinery/computer/shuttle/hunter
name = "shuttle console"
shuttleId = "huntership"
possible_destinations = "huntership_home;huntership_custom;whiteship_home;syndicate_nw"
/obj/machinery/computer/camera_advanced/shuttle_docker/syndicate/hunter
name = "shuttle navigation computer"
desc = "Used to designate a precise transit location to travel to."
shuttleId = "huntership"
lock_override = CAMERA_LOCK_STATION
shuttlePortId = "huntership_custom"
see_hidden = FALSE
jumpto_ports = list("huntership_home" = 1, "whiteship_home" = 1, "syndicate_nw" = 1)
view_range = 4.5
/obj/structure/closet/crate/eva
name = "EVA crate"
/obj/structure/closet/crate/eva/PopulateContents()
..()
for(var/i in 1 to 3)
new /obj/item/clothing/suit/space/eva(src)
for(var/i in 1 to 3)
new /obj/item/clothing/head/helmet/space/eva(src)
for(var/i in 1 to 3)
new /obj/item/clothing/mask/breath(src)
for(var/i in 1 to 3)
new /obj/item/tank/internals/oxygen(src)

View File

@@ -0,0 +1,169 @@
//The hunters!!
/datum/antagonist/fugitive_hunter
name = "Fugitive Hunter"
roundend_category = "Fugitive"
silent = TRUE //greet called by the spawn
show_in_antagpanel = FALSE
var/datum/team/fugitive_hunters/hunter_team
var/backstory = "error"
/datum/antagonist/fugitive_hunter/apply_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
add_antag_hud(ANTAG_HUD_FUGITIVE, "fugitive_hunter", M)
/datum/antagonist/fugitive_hunter/remove_innate_effects(mob/living/mob_override)
var/mob/living/M = mob_override || owner.current
remove_antag_hud(ANTAG_HUD_FUGITIVE, M)
/datum/antagonist/fugitive_hunter/on_gain()
forge_objectives()
. = ..()
/datum/antagonist/fugitive_hunter/proc/forge_objectives() //this isn't an actual objective because it's about round end rosters
var/datum/objective/capture = new /datum/objective
capture.owner = owner
capture.explanation_text = "Capture the fugitives in the station and put them into the bluespace capture machine on your ship."
objectives += capture
/datum/antagonist/fugitive_hunter/greet()
switch(backstory)
if("space cop")
to_chat(owner, "<span class='boldannounce'>Justice has arrived. I am a member of the Spacepol!</span>")
to_chat(owner, "<B>The criminals should be on the station, we have special huds implanted to recognize them.</B>")
to_chat(owner, "<B>As we have lost pretty much all power over these damned lawless megacorporations, it's a mystery if their security will cooperate with us.</B>")
if("russian")
to_chat(src, "<span class='danger'>Ay blyat. I am a space-russian smuggler! We were mid-flight when our cargo was beamed off our ship!</span>")
to_chat(src, "<span class='danger'>We were hailed by a man in a green uniform, promising the safe return of our goods in exchange for a favor:</span>")
to_chat(src, "<span class='danger'>There is a local station housing fugitives that the man is after, he wants them returned; dead or alive.</span>")
to_chat(src, "<span class='danger'>We will not be able to make ends meet without our cargo, so we must do as he says and capture them.</span>")
to_chat(owner, "<span class='boldannounce'>You are not an antagonist in that you may kill whomever you please, but you can do anything to ensure the capture of the fugitives, even if that means going through the station.</span>")
owner.announce_objectives()
/datum/antagonist/fugitive_hunter/create_team(datum/team/fugitive_hunters/new_team)
if(!new_team)
for(var/datum/antagonist/fugitive_hunter/H in GLOB.antagonists)
if(!H.owner)
continue
if(H.hunter_team)
hunter_team = H.hunter_team
return
hunter_team = new /datum/team/fugitive_hunters
hunter_team.backstory = backstory
hunter_team.update_objectives()
return
if(!istype(new_team))
stack_trace("Wrong team type passed to [type] initialization.")
hunter_team = new_team
/datum/antagonist/fugitive_hunter/get_team()
return hunter_team
/datum/team/fugitive_hunters
var/backstory = "error"
/datum/team/fugitive_hunters/proc/update_objectives(initial = FALSE)
objectives = list()
var/datum/objective/O = new()
O.team = src
objectives += O
/datum/team/fugitive_hunters/proc/assemble_fugitive_results()
var/list/fugitives_counted = list()
var/list/fugitives_dead = list()
var/list/fugitives_captured = list()
for(var/datum/antagonist/fugitive/A in GLOB.antagonists)
if(!A.owner)
continue
fugitives_counted += A
if(A.owner.current.stat == DEAD)
fugitives_dead += A
if(A.is_captured)
fugitives_captured += A
. = list(fugitives_counted, fugitives_dead, fugitives_captured) //okay, check out how cool this is.
/datum/team/fugitive_hunters/proc/all_hunters_dead()
var/dead_boys = 0
for(var/I in members)
var/datum/mind/hunter_mind = I
if(!(ishuman(hunter_mind.current) || (hunter_mind.current.stat == DEAD)))
dead_boys++
return dead_boys >= members.len
/datum/team/fugitive_hunters/proc/get_result()
var/list/fugitive_results = assemble_fugitive_results()
var/list/fugitives_counted = fugitive_results[1]
var/list/fugitives_dead = fugitive_results[2]
var/list/fugitives_captured = fugitive_results[3]
var/hunters_dead = all_hunters_dead()
//this gets a little confusing so follow the comments if it helps
if(!fugitives_counted.len)
return
if(fugitives_captured.len)//any captured
if(fugitives_captured.len == fugitives_counted.len)//if the hunters captured all the fugitives, there's a couple special wins
if(!fugitives_dead)//specifically all of the fugitives alive
return FUGITIVE_RESULT_BADASS_HUNTER
else if(hunters_dead)//specifically all of the hunters died (while capturing all the fugitives)
return FUGITIVE_RESULT_POSTMORTEM_HUNTER
else//no special conditional wins, so just the normal major victory
return FUGITIVE_RESULT_MAJOR_HUNTER
else if(!hunters_dead)//so some amount captured, and the hunters survived.
return FUGITIVE_RESULT_HUNTER_VICTORY
else//so some amount captured, but NO survivors.
return FUGITIVE_RESULT_MINOR_HUNTER
else//from here on out, hunters lost because they did not capture any fugitive dead or alive. there are different levels of getting beat though:
if(!fugitives_dead)//all fugitives survived
return FUGITIVE_RESULT_MAJOR_FUGITIVE
else if(fugitives_dead < fugitives_counted)//at least ANY fugitive lived
return FUGITIVE_RESULT_FUGITIVE_VICTORY
else if(!hunters_dead)//all fugitives died, but none were taken in by the hunters. minor win
return FUGITIVE_RESULT_MINOR_FUGITIVE
else//all fugitives died, all hunters died, nobody brought back. seems weird to not give fugitives a victory if they managed to kill the hunters but literally no progress to either goal should lead to a nobody wins situation
return FUGITIVE_RESULT_STALEMATE
/datum/team/fugitive_hunters/roundend_report() //shows the number of fugitives, but not if they won in case there is no security
if(!members.len)
return
var/list/result = list()
result += "<div class='panel redborder'>...And <B>[members.len]</B> [backstory]s tried to hunt them down!"
for(var/datum/mind/M in members)
result += "<b>[printplayer(M)]</b>"
switch(get_result())
if(FUGITIVE_RESULT_BADASS_HUNTER)//use defines
result += "<span class='greentext big'>Badass [capitalize(backstory)] Victory!</span>"
result += "<B>The [backstory]s managed to capture every fugitive, alive!</B>"
if(FUGITIVE_RESULT_POSTMORTEM_HUNTER)
result += "<span class='greentext big'>Postmortem [capitalize(backstory)] Victory!</span>"
result += "<B>The [backstory]s managed to capture every fugitive, but all of them died! Spooky!</B>"
if(FUGITIVE_RESULT_MAJOR_HUNTER)
result += "<span class='greentext big'>Major [capitalize(backstory)] Victory</span>"
result += "<B>The [backstory]s managed to capture every fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_HUNTER_VICTORY)
result += "<span class='greentext big'>[capitalize(backstory)] Victory</span>"
result += "<B>The [backstory]s managed to capture a fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_MINOR_HUNTER)
result += "<span class='greentext big'>Minor [capitalize(backstory)] Victory</span>"
result += "<B>All the [backstory]s died, but managed to capture a fugitive, dead or alive.</B>"
if(FUGITIVE_RESULT_STALEMATE)
result += "<span class='neutraltext big'>Bloody Stalemate</span>"
result += "<B>Everyone died, and no fugitives were recovered!</B>"
if(FUGITIVE_RESULT_MINOR_FUGITIVE)
result += "<span class='redtext big'>Minor Fugitive Victory</span>"
result += "<B>All the fugitives died, but none were recovered!</B>"
if(FUGITIVE_RESULT_FUGITIVE_VICTORY)
result += "<span class='redtext big'>Fugitive Victory</span>"
result += "<B>A fugitive survived, and no bodies were recovered by the [backstory]s.</B>"
if(FUGITIVE_RESULT_MAJOR_FUGITIVE)
result += "<span class='redtext big'>Major Fugitive Victory</span>"
result += "<B>All of the fugitives survived and avoided capture!</B>"
else //get_result returned null- either bugged or no fugitives showed
result += "<span class='neutraltext big'>Prank Call!</span>"
result += "<B>[capitalize(backstory)]s were called, yet there were no fugitives...?</B>"
result += "</div>"
return result.Join("<br>")

View File

@@ -417,3 +417,40 @@
crate_type = /obj/structure/closet/crate
///Special supply crate that generates random syndicate gear up to a determined TC value
/datum/supply_pack/misc/syndicate
name = "Assorted Syndicate Gear"
desc = "Contains a random assortment of syndicate gear."
special = TRUE ///Cannot be ordered via cargo
contains = list()
crate_name = "syndicate gear crate"
crate_type = /obj/structure/closet/crate
var/crate_value = 30 ///Total TC worth of contained uplink items
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////// Syndicate Packs /////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//Generate assorted uplink items, taking into account the same surplus modifiers used for surplus crates
//(this is exclusively used for the rare variant of the stray cargo event!)
/datum/supply_pack/misc/syndicate/fill(obj/structure/closet/crate/C)
var/list/uplink_items = get_uplink_items(SSticker.mode)
while(crate_value)
var/category = pick(uplink_items)
var/item = pick(uplink_items[category])
var/datum/uplink_item/I = uplink_items[category][item]
if(!I.surplus || prob(100 - I.surplus))
continue
if(crate_value < I.cost)
continue
crate_value -= I.cost
new I.item(C)

View File

@@ -203,6 +203,12 @@
icon_state = "hipster_glasses"
item_state = "hipster_glasses"
/obj/item/clothing/glasses/regular/circle
name = "circle glasses"
desc = "Why would you wear something so controversial yet so brave?"
icon_state = "circle_glasses"
item_state = "circle_glasses"
//Here lies green glasses, so ugly they died. RIP
/obj/item/clothing/glasses/sunglasses

View File

@@ -74,6 +74,10 @@
icon_state = "beaniedurathread"
armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50)
/obj/item/clothing/head/beanie/waldo
name = "red striped bobble hat"
desc = "If you're going on a worldwide hike, you'll need some cold protection."
icon_state = "waldo_hat"
item_state = "waldo_hat"
//No dog fashion sprites yet :( poor Ian can't be dope like the rest of us yet

View File

@@ -386,3 +386,9 @@
cold_protection = HEAD
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 0)
/obj/item/clothing/head/helmet/police
name = "police officer's hat"
desc = "A police officer's Hat. This hat emphasizes that you are THE LAW."
icon_state = "policehelm"
dynamic_hair_suffix = ""

View File

@@ -429,3 +429,11 @@
icon_state = "russobluecamohat"
item_state = "russobluecamohat"
dynamic_hair_suffix = ""
/obj/item/clothing/head/hunter
name = "bounty hunting hat"
desc = "Ain't nobody gonna cheat the hangman in my town."
icon_state = "hunter"
item_state = "hunter"
armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
resistance_flags = FIRE_PROOF | ACID_PROOF

View File

@@ -231,3 +231,16 @@
A.UpdateButtonIcon()
to_chat(M, "The Tiki Mask has now changed into the [choice] Mask!")
return TRUE
/obj/item/clothing/mask/gas/tiki_mask/yalp_elor
icon_state = "tiki_yalp"
item_state = "tiki_yalp"
actions_types = list()
/obj/item/clothing/mask/gas/hunter
name = "bounty hunting mask"
desc = "A custom tactical mask with decals added."
icon_state = "hunter"
item_state = "hunter"
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_inv = HIDEFACIALHAIR|HIDEFACE|HIDEEYES|HIDEEARS|HIDEHAIR

View File

@@ -185,3 +185,9 @@
playsound(src.loc, "sound/voice/complionator/[phrase_sound].ogg", 100, 0, 4)
cooldown = world.time
cooldown_special = world.time
/obj/item/clothing/mask/gas/sechailer/swat/spacepol
name = "spacepol mask"
desc = "A close-fitting tactical mask created in cooperation with a certain megacorporation, comes with an especially aggressive Compli-o-nator 3000."
icon_state = "spacepol"
item_state = "spacepol"

View File

@@ -518,3 +518,14 @@ Contains:
desc = "A deep blue space helmet with a large red cross on the faceplate to designate the wearer as trained emergency medical personnel."
icon_state = "paramedic-eva-helmet"
item_state = "paramedic-eva-helmet"
/obj/item/clothing/suit/space/hunter
name = "bounty hunting suit"
desc = "A custom version of the MK.II SWAT suit, modified to look rugged and tough. Works as a space suit, if you can find a helmet."
icon_state = "hunter"
item_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
armor = list("melee" = 60, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
resistance_flags = FIRE_PROOF | ACID_PROOF

View File

@@ -1016,3 +1016,9 @@
/obj/item/clothing/head/hooded/winterhood/polychromic
icon_state = "winterhood_poly"
item_state = "winterhood_poly"
/obj/item/clothing/suit/striped_sweater
name = "striped sweater"
desc = "Reminds you of someone, but you just can't put your finger on it..."
icon_state = "waldo_shirt"
item_state = "waldo_shirt"

View File

@@ -192,3 +192,14 @@
icon_state = "hos_parade_fem"
item_state = "r_suit"
fitted = FEMALE_UNIFORM_TOP
/*
*Spacepol
*/
/obj/item/clothing/under/rank/security/spacepol
name = "police uniform"
desc = "Space not controlled by megacorporations, planets, or pirates is under the jurisdiction of Spacepol."
icon_state = "spacepol"
item_state = "spacepol"
can_adjust = FALSE

View File

@@ -0,0 +1,33 @@
/datum/round_event_control/brain_trauma
name = "Spontaneous Brain Trauma"
typepath = /datum/round_event/brain_trauma
weight = 25
/datum/round_event/brain_trauma
fakeable = FALSE
/datum/round_event/brain_trauma/start()
for(var/mob/living/carbon/human/H in shuffle(GLOB.alive_mob_list))
if(!H.client)
continue
if(H.stat == DEAD) // What are you doing in this list
continue
if(!H.getorgan(/obj/item/organ/brain)) // If only I had a brain
continue
traumatize(H)
break
/datum/round_event/brain_trauma/proc/traumatize(mob/living/carbon/human/H)
var/resistance = pick(
65;TRAUMA_RESILIENCE_BASIC,
30;TRAUMA_RESILIENCE_SURGERY,
5;TRAUMA_RESILIENCE_LOBOTOMY)
var/trauma_type = pickweight(list(
BRAIN_TRAUMA_MILD = 60,
BRAIN_TRAUMA_SEVERE = 30,
BRAIN_TRAUMA_SPECIAL = 10
))
H.gain_trauma_type(trauma_type, resistance)

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@@ -0,0 +1,30 @@
/datum/round_event_control/fake_virus
name = "Fake Virus"
typepath = /datum/round_event/fake_virus
weight = 20
/datum/round_event/fake_virus/start()
var/list/fake_virus_victims = list()
for(var/mob/living/carbon/human/H in shuffle(GLOB.player_list))
if(!H.client || H.stat == DEAD || H.InCritical())
continue
fake_virus_victims += H
//first we do hard status effect victims
var/defacto_min = min(3, LAZYLEN(fake_virus_victims))
if(defacto_min)// event will hit 1-3 people by default, but will do 1-2 or just 1 if only those many candidates are available
for(var/i=1; i<=rand(1,defacto_min); i++)
var/mob/living/carbon/human/hypochondriac = pick(fake_virus_victims)
hypochondriac.apply_status_effect(STATUS_EFFECT_FAKE_VIRUS)
fake_virus_victims -= hypochondriac
//then we do light one-message victims who simply cough or whatever once (have to repeat the process since the last operation modified our candidates list)
defacto_min = min(5, LAZYLEN(fake_virus_victims))
if(defacto_min)
for(var/i=1; i<=rand(1,defacto_min); i++)
var/mob/living/carbon/human/onecoughman = pick(fake_virus_victims)
if(prob(25))//1/4 odds to get a spooky message instead of coughing out loud
addtimer(CALLBACK(GLOBAL_PROC, .proc/to_chat, onecoughman, "<span class='warning'>[pick("Your head hurts.", "Your head pounds.")]</span>"), rand(30,150))
else
addtimer(CALLBACK(onecoughman, .mob/proc/emote, pick("cough", "sniff", "sneeze")), rand(30,150))//deliver the message with a slightly randomized time interval so there arent multiple people coughing at the exact same time
fake_virus_victims -= onecoughman

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@@ -0,0 +1,117 @@
/datum/round_event_control/fugitives
name = "Spawn Fugitives"
typepath = /datum/round_event/ghost_role/fugitives
max_occurrences = 1
min_players = 20
earliest_start = 30 MINUTES //deadchat sink, lets not even consider it early on.
gamemode_blacklist = list("nuclear")
/datum/round_event/ghost_role/fugitives
minimum_required = 1
role_name = "fugitive"
fakeable = FALSE
/datum/round_event/ghost_role/fugitives/spawn_role()
var/list/possible_spawns = list()//Some xeno spawns are in some spots that will instantly kill the refugees, like atmos
for(var/turf/X in GLOB.xeno_spawn)
if(istype(X.loc, /area/maintenance))
possible_spawns += X
if(!possible_spawns.len)
message_admins("No valid spawn locations found, aborting...")
return MAP_ERROR
var/turf/landing_turf = pick(possible_spawns)
var/list/possible_backstories = list()
var/list/candidates = get_candidates(ROLE_TRAITOR, null, ROLE_TRAITOR)
if(candidates.len >= 1) //solo refugees
if(prob(30))
possible_backstories.Add("waldo") //less common as it comes with magicks and is kind of immershun shattering
else //For accurate deadchat feedback
minimum_required = 4
if(candidates.len >= 4)//group refugees
possible_backstories.Add("prisoner", "cultist", "synth")
if(!possible_backstories.len)
return NOT_ENOUGH_PLAYERS
var/backstory = pick(possible_backstories)
var/member_size = 3
var/leader
switch(backstory)
if("synth")
leader = pick_n_take(candidates)
if("waldo")
member_size = 0 //solo refugees have no leader so the member_size gets bumped to one a bit later
var/list/members = list()
var/list/spawned_mobs = list()
if(isnull(leader))
member_size++ //if there is no leader role, then the would be leader is a normal member of the team.
for(var/i in 1 to member_size)
members += pick_n_take(candidates)
for(var/mob/dead/selected in members)
var/mob/living/carbon/human/S = gear_fugitive(selected, landing_turf, backstory)
spawned_mobs += S
if(!isnull(leader))
gear_fugitive_leader(leader, landing_turf, backstory)
//after spawning
playsound(src, 'sound/weapons/emitter.ogg', 50, TRUE)
new /obj/item/storage/toolbox/mechanical(landing_turf) //so they can actually escape maint
addtimer(CALLBACK(src, .proc/spawn_hunters), 10 MINUTES)
role_name = "fugitive hunter"
return SUCCESSFUL_SPAWN
/datum/round_event/ghost_role/fugitives/proc/gear_fugitive(mob/dead/selected, turf/landing_turf, backstory) //spawns normal fugitive
var/datum/mind/player_mind = new /datum/mind(selected.key)
player_mind.active = TRUE
var/mob/living/carbon/human/S = new(landing_turf)
player_mind.transfer_to(S)
player_mind.assigned_role = "Fugitive"
player_mind.special_role = "Fugitive"
player_mind.add_antag_datum(/datum/antagonist/fugitive)
var/datum/antagonist/fugitive/fugitiveantag = player_mind.has_antag_datum(/datum/antagonist/fugitive)
INVOKE_ASYNC(fugitiveantag, /datum/antagonist/fugitive.proc/greet, backstory) //some fugitives have a sleep on their greet, so we don't want to stop the entire antag granting proc with fluff
switch(backstory)
if("prisoner")
S.equipOutfit(/datum/outfit/prisoner)
if("cultist")
S.equipOutfit(/datum/outfit/yalp_cultist)
if("waldo")
S.equipOutfit(/datum/outfit/waldo)
if("synth")
S.equipOutfit(/datum/outfit/synthetic)
message_admins("[ADMIN_LOOKUPFLW(S)] has been made into a Fugitive by an event.")
log_game("[key_name(S)] was spawned as a Fugitive by an event.")
spawned_mobs += S
return S
//special spawn for one member. it can be used for a special mob or simply to give one normal member special items.
/datum/round_event/ghost_role/fugitives/proc/gear_fugitive_leader(mob/dead/leader, turf/landing_turf, backstory)
var/datum/mind/player_mind = new /datum/mind(leader.key)
player_mind.active = TRUE
//if you want to add a fugitive with a special leader in the future, make this switch with the backstory
var/mob/living/carbon/human/S = gear_fugitive(leader, landing_turf, backstory)
var/obj/item/choice_beacon/augments/A = new(S)
S.put_in_hands(A)
new /obj/item/autosurgeon(landing_turf)
//security team gets called in after 10 minutes of prep to find the refugees
/datum/round_event/ghost_role/fugitives/proc/spawn_hunters()
var/backstory = pick("space cop", "russian", "bounty hunter")
var/datum/map_template/shuttle/ship
if(backstory == "space cop")
ship = new /datum/map_template/shuttle/hunter/space_cop
else if (backstory == "russian")
ship = new /datum/map_template/shuttle/hunter/russian
else
ship = new /datum/map_template/shuttle/hunter/bounty
var/x = rand(TRANSITIONEDGE,world.maxx - TRANSITIONEDGE - ship.width)
var/y = rand(TRANSITIONEDGE,world.maxy - TRANSITIONEDGE - ship.height)
var/z = SSmapping.empty_space.z_value
var/turf/T = locate(x,y,z)
if(!T)
CRASH("Fugitive Hunters (Created from fugitive event) found no turf to load in")
if(!ship.load(T))
CRASH("Loading [backstory] ship failed!")
priority_announce("Unidentified ship detected near the station.")

View File

@@ -0,0 +1,99 @@
///Spawns a cargo pod containing a random cargo supply pack on a random area of the station
/datum/round_event_control/stray_cargo
name = "Stray Cargo Pod"
typepath = /datum/round_event/stray_cargo
weight = 20
max_occurrences = 4
earliest_start = 10 MINUTES
///Spawns a cargo pod containing a random cargo supply pack on a random area of the station
/datum/round_event/stray_cargo
var/area/impact_area ///Randomly picked area
var/list/possible_pack_types = list() ///List of possible supply packs dropped in the pod, if empty picks from the cargo list
var/static/list/stray_spawnable_supply_packs = list() ///List of default spawnable supply packs, filtered from the cargo list
/datum/round_event/stray_cargo/announce(fake)
priority_announce("Stray cargo pod detected on long-range scanners. Expected location of impact: [impact_area.name].", "Collision Alert")
/**
* Tries to find a valid area, throws an error if none are found
* Also randomizes the start timer
*/
/datum/round_event/stray_cargo/setup()
startWhen = rand(20, 40)
impact_area = find_event_area()
if(!impact_area)
CRASH("No valid areas for cargo pod found.")
var/list/turf_test = get_area_turfs(impact_area)
if(!turf_test.len)
CRASH("Stray Cargo Pod : No valid turfs found for [impact_area] - [impact_area.type]")
if(!stray_spawnable_supply_packs.len)
stray_spawnable_supply_packs = SSshuttle.supply_packs.Copy()
for(var/pack in stray_spawnable_supply_packs)
var/datum/supply_pack/pack_type = pack
if(initial(pack_type.special))
stray_spawnable_supply_packs -= pack
///Spawns a random supply pack, puts it in a pod, and spawns it on a random tile of the selected area
/datum/round_event/stray_cargo/start()
var/list/turf/valid_turfs = get_area_turfs(impact_area)
//Only target non-dense turfs to prevent wall-embedded pods
for(var/i in valid_turfs)
var/turf/T = i
if(T.density)
valid_turfs -= T
var/turf/LZ = pick(valid_turfs)
var/pack_type
if(possible_pack_types.len)
pack_type = pick(possible_pack_types)
else
pack_type = pick(stray_spawnable_supply_packs)
var/datum/supply_pack/SP = new pack_type
var/obj/structure/closet/crate/crate = SP.generate(null)
crate.locked = FALSE //Unlock secure crates
crate.update_icon()
var/obj/structure/closet/supplypod/pod = make_pod()
crate.forceMove(pod)
new /obj/effect/abstract/DPtarget(LZ, pod)
///Handles the creation of the pod, in case it needs to be modified beforehand
/datum/round_event/stray_cargo/proc/make_pod()
var/obj/structure/closet/supplypod/S = new
return S
///Picks an area that wouldn't risk critical damage if hit by a pod explosion
/datum/round_event/stray_cargo/proc/find_event_area()
var/static/list/allowed_areas
if(!allowed_areas)
///Places that shouldn't explode
var/list/safe_area_types = typecacheof(list(
/area/ai_monitored/turret_protected/ai,
/area/ai_monitored/turret_protected/ai_upload,
/area/engine,
/area/shuttle)
)
///Subtypes from the above that actually should explode.
var/list/unsafe_area_subtypes = typecacheof(list(/area/engine/break_room))
allowed_areas = make_associative(GLOB.the_station_areas) - safe_area_types + unsafe_area_subtypes
var/list/possible_areas = typecache_filter_list(GLOB.sortedAreas,allowed_areas)
if (length(possible_areas))
return pick(possible_areas)
///A rare variant that drops a crate containing syndicate uplink items
/datum/round_event_control/stray_cargo/syndicate
name = "Stray Syndicate Cargo Pod"
typepath = /datum/round_event/stray_cargo/syndicate
weight = 6
max_occurrences = 1
earliest_start = 30 MINUTES
/datum/round_event/stray_cargo/syndicate
possible_pack_types = list(/datum/supply_pack/misc/syndicate)
///Apply the syndicate pod skin
/datum/round_event/stray_cargo/syndicate/make_pod()
var/obj/structure/closet/supplypod/S = new
S.setStyle(STYLE_SYNDICATE)
return S

View File

@@ -0,0 +1,15 @@
/datum/round_event_control/wisdomcow
name = "Wisdom cow"
typepath = /datum/round_event/wisdomcow
max_occurrences = 1
weight = 20
/datum/round_event/wisdomcow/announce(fake)
priority_announce("A wise cow has been spotted in the area. Be sure to ask for her advice.", "Nanotrasen Cow Ranching Agency")
/datum/round_event/wisdomcow/start()
var/turf/targetloc = get_random_station_turf()
new /mob/living/simple_animal/cow/wisdom(targetloc)
var/datum/effect_system/smoke_spread/smoke = new
smoke.set_up(1, targetloc)
smoke.start()

View File

@@ -315,6 +315,15 @@
slice_path = /obj/item/reagent_containers/food/snacks/meat/rawcutlet/gondola
foodtype = RAW | MEAT
/obj/item/reagent_containers/food/snacks/meat/slab/wisdomcow
name = "wisdom cow meat"
desc = "The meat from the legendary creature known as the wisdom cow. You monster."
list_reagents = list(/datum/reagent/consumable/nutriment = 3, /datum/reagent/medicine/liquid_wisdom = 5)
tastes = list("meat" = 1, "wisdom" = 5)
filling_color = "#18e3ca"
cooked_type = /obj/item/reagent_containers/food/snacks/meat/steak/wisdomcow
slice_path = /obj/item/reagent_containers/food/snacks/meat/rawcutlet/wisdomcow
////////////////////////////////////// MEAT STEAKS ///////////////////////////////////////////////////////////
@@ -374,6 +383,10 @@
name = "gondola steak"
tastes = list("meat" = 1, "tranquility" = 1)
/obj/item/reagent_containers/food/snacks/meat/steak/wisdomcow
name = "wisdom cow steak"
tastes = list("meat" = 1, "wisdom" = 5)
//////////////////////////////// MEAT CUTLETS ///////////////////////////////////////////////////////
//Raw cutlets
@@ -441,6 +454,11 @@
cooked_type = /obj/item/reagent_containers/food/snacks/meat/cutlet/gondola
tastes = list("meat" = 1, "tranquility" = 1)
/obj/item/reagent_containers/food/snacks/meat/rawcutlet/wisdomcow
name = "raw wisdom cow cutlet"
cooked_type = /obj/item/reagent_containers/food/snacks/meat/cutlet/wisdomcow
tastes = list("meat" = 1, "wisdom" = 5)
//Cooked cutlets
/obj/item/reagent_containers/food/snacks/meat/cutlet
@@ -488,3 +506,7 @@
/obj/item/reagent_containers/food/snacks/meat/cutlet/chicken
name = "chicken cutlet"
tastes = list("chicken" = 1)
/obj/item/reagent_containers/food/snacks/meat/cutlet/wisdomcow
name = "wisdom cow cutlet"
tastes = list("meat" = 1, "wisdom" = 5)

View File

@@ -33,11 +33,12 @@
stop_automated_movement_when_pulled = 1
blood_volume = BLOOD_VOLUME_NORMAL
var/obj/item/udder/udder = null
var/datum/reagent/milk_reagent = /datum/reagent/consumable/milk
footstep_type = FOOTSTEP_MOB_SHOE
/mob/living/simple_animal/hostile/retaliate/goat/Initialize()
udder = new()
/mob/living/simple_animal/hostile/retaliate/goat/Initialize(/datum/reagent/milk_reagent)
udder = new (null, milk_reagent)
. = ..()
/mob/living/simple_animal/hostile/retaliate/goat/Destroy()
@@ -57,7 +58,7 @@
LoseTarget()
src.visible_message("<span class='notice'>[src] calms down.</span>")
if(stat == CONSCIOUS)
udder.generateMilk()
udder.generateMilk(milk_reagent)
eat_plants()
if(!pulledby)
for(var/direction in shuffle(list(1,2,4,8,5,6,9,10)))
@@ -137,13 +138,14 @@
health = 50
maxHealth = 50
var/obj/item/udder/udder = null
var/datum/reagent/milk_reagent = /datum/reagent/consumable/milk
gold_core_spawnable = FRIENDLY_SPAWN
blood_volume = BLOOD_VOLUME_NORMAL
footstep_type = FOOTSTEP_MOB_SHOE
/mob/living/simple_animal/cow/Initialize()
udder = new()
udder = new(null, milk_reagent)
. = ..()
/mob/living/simple_animal/cow/Destroy()
@@ -161,7 +163,7 @@
/mob/living/simple_animal/cow/Life()
. = ..()
if(stat == CONSCIOUS)
udder.generateMilk()
udder.generateMilk(milk_reagent)
/mob/living/simple_animal/cow/attack_hand(mob/living/carbon/M)
if(!stat && M.a_intent == INTENT_DISARM && icon_state != icon_dead)
@@ -189,6 +191,19 @@
else
..()
//Wisdom cow, speaks and bestows great wisdoms
/mob/living/simple_animal/cow/wisdom
name = "wisdom cow"
desc = "Known for its wisdom, shares it with all"
butcher_results = list(/obj/item/reagent_containers/food/snacks/meat/slab/wisdomcow = 1) //truly the best meat
gold_core_spawnable = FALSE
speak_chance = 30 //the cow is eager to share its wisdom!
milk_reagent = /datum/reagent/medicine/liquid_wisdom
/mob/living/simple_animal/cow/wisdom/Initialize()
. = ..()
speak = GLOB.wisdoms //Done here so it's setup properly
/mob/living/simple_animal/chick
name = "\improper chick"
desc = "Adorable! They make such a racket though."
@@ -481,14 +496,16 @@
/obj/item/udder
name = "udder"
/obj/item/udder/Initialize()
/obj/item/udder/Initialize(loc, milk_reagent)
if(!milk_reagent)
milk_reagent = /datum/reagent/consumable/milk
create_reagents(50, NONE, NO_REAGENTS_VALUE)
reagents.add_reagent(/datum/reagent/consumable/milk, 20)
reagents.add_reagent(milk_reagent, 20)
. = ..()
/obj/item/udder/proc/generateMilk()
/obj/item/udder/proc/generateMilk(datum/reagent/milk_reagent)
if(prob(5))
reagents.add_reagent(/datum/reagent/consumable/milk, rand(5, 10))
reagents.add_reagent(milk_reagent, rand(5, 10))
/obj/item/udder/proc/milkAnimal(obj/O, mob/user)
var/obj/item/reagent_containers/glass/G = O

View File

@@ -143,3 +143,12 @@
reagents.add_reagent(/datum/reagent/toxin/acid/fluacid, 5) //this and the acid equal about 25ish burn, not counting the minute toxin damage dealt by their metabolism, this makes each dart about as lethal as a stechkin shot in upfront damage
reagents.add_reagent(/datum/reagent/toxin/acid, 5)
reagents.add_reagent(/datum/reagent/consumable/frostoil, 10) //tempgun slowdown goes both ways and adds to the burn
/obj/item/ammo_casing/shotgun/incapacitate
name = "custom incapacitating shot"
desc = "A shotgun casing filled with... something. used to incapacitate targets."
icon_state = "bountyshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_incapacitate
pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
variance = 25
custom_materials = list(/datum/material/iron=4000)

View File

@@ -50,3 +50,8 @@
name = "riot shotgun internal magazine"
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
max_ammo = 6
/obj/item/ammo_box/magazine/internal/shot/bounty
name = "triple-barrel shotgun internal magazine"
ammo_type = /obj/item/ammo_casing/shotgun/incapacitate
max_ammo = 3

View File

@@ -320,3 +320,18 @@
return TRUE
// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
/obj/item/gun/ballistic/shotgun/doublebarrel/hook
name = "hook modified sawn-off shotgun"
desc = "Range isn't an issue when you can bring your victim to you."
icon_state = "hookshotgun"
item_state = "shotgun"
mag_type = /obj/item/ammo_box/magazine/internal/shot/bounty
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
force = 16 //it has a hook on it
attack_verb = list("slashed", "hooked", "stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
//our hook gun!
var/obj/item/gun/magic/hook/bounty/hook
var/toggled = FALSE

View File

@@ -112,3 +112,8 @@
/obj/item/projectile/bullet/seed
damage = 4
stamina = 1
/obj/item/projectile/bullet/pellet/shotgun_incapacitate
name = "incapacitating pellet"
damage = 1
stamina = 6

View File

@@ -1563,3 +1563,20 @@
M.adjustOrganLoss(ORGAN_SLOT_LUNGS, 0.5)
..()
. = 1
/datum/reagent/medicine/liquid_wisdom
name = "liquid wisdom"
description = "the physical representation of wisdom, in liquid form"
taste_mult = 4
can_synth = FALSE
overdose_threshold = 30
value = REAGENT_VALUE_UNCOMMON // while it's 'rare', it can be milked from the wisdom cow
/datum/reagent/medicine/liquid_wisdom/on_mob_life(mob/living/carbon/C) //slightly stronger mannitol, from the wisdom cow
C.adjustOrganLoss(ORGAN_SLOT_BRAIN, -3*REM)
if(prob(20))
C.cure_trauma_type(resilience = TRAUMA_RESILIENCE_BASIC)
if(prob(3))
to_chat(C, "[pick(GLOB.wisdoms)]") //give them a random wisdom
..()

View File

@@ -2284,3 +2284,4 @@
S = new(T)
if(data["blood_DNA"])
S.add_blood_DNA(list(data["blood_DNA"] = data["blood_type"]))

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443
strings/wisdoms.txt Normal file
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@@ -0,0 +1,443 @@
A day for firm decisions!!!!! Or is it?
A few hours grace before the madness begins again.
A gift of a flower will soon be made to you.
A long-forgotten loved one will appear soon.
Buy the negatives at any price.
A tall, dark stranger will have more fun than you.
A visit to a fresh place will bring strange work.
A visit to a strange place will bring fresh work.
A vivid and creative mind characterizes you.
Abandon the search for Truth; settle for a good fantasy.
Accent on helpful side of your nature. Drain the moat.
Advancement in position.
After your lover has gone you will still have PEANUT BUTTER!
Afternoon very favorable for romance. Try a single person for a change.
Alimony and bribes will engage a large share of your wealth.
All the troubles you have will pass away very quickly.
Among the lucky, you are the chosen one.
An avocado-tone refrigerator would look good on your resume.
An exotic journey in downtown Newark is in your future.
Another good night not to sleep in a eucalyptus tree.
Are you a turtle?
Are you ever going to do the dishes? Or will you change your major to biology?
Are you making all this up as you go along?
Are you sure the back door is locked?
Artistic ventures highlighted. Rob a museum.
Avert misunderstanding by calm, poise, and balance.
Avoid gunfire in the bathroom tonight.
Avoid reality at all costs.
Bank error in your favor. Collect $200.
Be careful! Is it classified?
Be careful! UGLY strikes 9 out of 10!
Be cautious in your daily affairs.
Be cheerful while you are alive.
Be different: conform.
Be free and open and breezy! Enjoy! Things won't get any better so
get used to it.
Be security conscious -- National defense is at stake.
Beauty and harmony are as necessary to you as the very breath of life.
Best of all is never to have been born. Second best is to die soon.
Better hope the life-inspector doesn't come around while you have your life in such a mess.
Beware of a dark-haired man with a loud tie.
Beware of a tall black man with one blond shoe.
Beware of a tall blond man with one black shoe.
Beware of Bigfoot!
Beware of low-flying butterflies.
Beware the one behind you.
Blow it out your ear.
Break into jail and claim police brutality.
Bridge ahead. Pay troll.
Caution: breathing may be hazardous to your health.
Caution: Keep out of reach of children.
Celebrate Hannibal Day this year. Take an elephant to lunch.
Change your thoughts and you change your world.
Cheer Up! Things are getting worse at a slower rate.
Chess tonight.
Chicken Little only has to be right once.
Chicken Little was right.
Cold hands, no gloves.
Communicate! It can't make things any worse.
Courage is your greatest present need.
Day of inquiry. You will be subpoenaed.
Do not overtax your powers.
Do not sleep in a eucalyptus tree tonight.
Do nothing unless you must, and when you must act -- hesitate.
Do something unusual today. Pay a bill.
Do what comes naturally. Seethe and fume and throw a tantrum.
Domestic happiness and faithful friends.
Don't feed the bats tonight.
Don't get stuck in a closet -- wear yourself out.
Don't get to bragging.
Don't go surfing in South Dakota for a while.
Don't hate yourself in the morning -- sleep till noon.
Don't kiss an elephant on the lips today.
Don't let your mind wander -- it's too little to be let out alone.
Don't look back, the lemmings are gaining on you.
Don't look now, but the man in the moon is laughing at you.
Don't look now, but there is a multi-legged creature on your shoulder.
Don't plan any hasty moves. You'll be evicted soon anyway.
Don't read any sky-writing for the next two weeks.
Don't read everything you believe.
Don't relax! It's only your tension that's holding you together.
Don't tell any big lies today. Small ones can be just as effective.
Don't worry so loud, your roommate can't think.
Don't Worry, Be Happy.
Don't worry. Life's too long.
Don't you feel more like you do now than you did when you came in?
Don't you wish you had more energy... or less ambition?
Everything that you know is wrong, but you can be straightened out.
Everything will be just tickety-boo today.
Excellent day for putting Slinkies on an escalator.
Excellent day to have a rotten day.
Excellent time to become a missing person.
Executive ability is prominent in your make-up.
Exercise caution in your daily affairs.
Expect a letter from a friend who will ask a favor of you.
Expect the worst, it's the least you can do.
Fine day for friends.
So-so day for you.
Fine day to work off excess energy. Steal something heavy.
Fortune: You will be attacked next Wednesday at 3:15 p.m. by six samurai sword wielding purple fish glued to Harley-Davidson motorcycles.
Oh, and have a nice day!
Future looks spotty. You will spill soup in late evening.
Generosity and perfection are your everlasting goals.
Give him an evasive answer.
Give thought to your reputation. Consider changing name and moving to a new town.
Give your very best today. Heaven knows it's little enough.
Go to a movie tonight. Darkness becomes you.
Good day for a change of scene. Repaper the bedroom wall.
Good day for overcoming obstacles. Try a steeplechase.
Good day to deal with people in high places; particularly lonely stewardesses.
Good day to let down old friends who need help.
Good news from afar can bring you a welcome visitor.
Good news. Ten weeks from Friday will be a pretty good day.
Good night to spend with family, but avoid arguments with your mate's new lover.
Green light in A.M. for new projects. Red light in P.M. for traffic tickets.
Hope that the day after you die is a nice day.
If you can read this, you're too close.
If you learn one useless thing every day, in a single year you'll learn
365 useless things.
If you sow your wild oats, hope for a crop failure.
If you stand on your head, you will get footprints in your hair.
If you think last Tuesday was a drag, wait till you see what happens tomorrow!
If your life was a horse, you'd have to shoot it.
In the stairway of life, you'd best take the elevator.
Increased knowledge will help you now. Have mate's phone bugged.
Is that really YOU that is reading this?
Is this really happening?
It is so very hard to be an
on-your-own-take-care-of-yourself-because-there-is-no-one-else-to-do-it-for-you grown-up.
It may or may not be worthwhile, but it still has to be done.
It was all so different before everything changed.
It's all in the mind, ya know.
It's lucky you're going so slowly, because you're going in the wrong direction.
Just because the message may never be received does not mean it is not worth sending.
Just to have it is enough.
Keep emotionally active. Cater to your favorite neurosis.
Keep it short for pithy sake.
Lady Luck brings added income today. Lady friend takes it away tonight.
Learn to pause -- or nothing worthwhile can catch up to you.
Let me put it this way: today is going to be a learning experience.
Life is to you a dashing and bold adventure.
Life, loathe it or ignore it, you can't like it.
Live in a world of your own, but always welcome visitors.
Living your life is a task so difficult, it has never been attempted before.
Long life is in store for you.
Look afar and see the end from the beginning.
Love is in the offing. Be affectionate to one who adores you.
Make a wish, it might come true.
Many changes of mind and mood; do not hesitate too long.
Never be led astray onto the path of virtue.
Never commit yourself! Let someone else commit you.
Never give an inch!
Never look up when dragons fly overhead.
Never reveal your best argument.
Next Friday will not be your lucky day. As a matter of fact, you don't
have a lucky day this year.
Of course you have a purpose -- to find a purpose.
People are beginning to notice you. Try dressing before you leave the house.
Perfect day for scrubbing the floor and other exciting things.
Questionable day.
Ask somebody something.
Reply hazy, ask again later.
Save energy: be apathetic.
Ships are safe in harbor, but they were never meant to stay there.
Slow day. Practice crawling.
Snow Day -- stay home.
So this is it. We're going to die.
So you're back... about time...
Someone is speaking well of you.
Someone is speaking well of you.
How unusual!
Someone whom you reject today, will reject you tomorrow.
Stay away from flying saucers today.
Stay away from hurricanes for a while.
Stay the curse.
That secret you've been guarding, isn't.
The time is right to make new friends.
The whole world is a tuxedo and you are a pair of brown shoes.
There is a 20 chance of tomorrow.
There is a fly on your nose.
There was a phone call for you.
There will be big changes for you but you will be happy.
Things will be bright in P.M. A cop will shine a light in your face.
Think twice before speaking, but don't say "think think click click".
This life is yours. Some of it was given to you; the rest, you made yourself.
This will be a memorable month -- no matter how hard you try to forget it.
Time to be aggressive. Go after a tattooed Virgo.
Today is National Existential Ennui Awareness Day.
Today is the first day of the rest of the mess.
Today is the first day of the rest of your life.
Today is the last day of your life so far.
Today is the tomorrow you worried about yesterday.
Today is what happened to yesterday.
Today's weirdness is tomorrow's reason why.
Tomorrow will be cancelled due to lack of interest.
Tomorrow, this will be part of the unchangeable past but fortunately, it can still be changed today.
Tomorrow, you can be anywhere.
Tonight you will pay the wages of sin; Don't forget to leave a tip.
Tonight's the night: Sleep in a eucalyptus tree.
Troubled day for virgins over 16 who are beautiful and wealthy and live
in eucalyptus trees.
Truth will out this morning. (Which may really mess things up.)
Try the Moo Shu Pork. It is especially good today.
Try to get all of your posthumous medals in advance.
Try to have as good a life as you can under the circumstances.
Try to relax and enjoy the crisis.
Try to value useful qualities in one who loves you.
Tuesday After Lunch is the cosmic time of the week.
Tuesday is the Wednesday of the rest of your life.
What happened last night can happen again.
While you recently had your problems on the run, they've regrouped and are making another attack.
Write yourself a threatening letter and pen a defiant reply.
You are a bundle of energy, always on the go.
You are a fluke of the universe; you have no right to be here.
You are a very redundant person, that's what kind of person you are.
You are always busy.
You are as I am with You.
You are capable of planning your future.
You are confused; but this is your normal state.
You are deeply attached to your friends and acquaintances.
You are destined to become the commandant of the fighting men of the department of transportation.
You are dishonest, but never to the point of hurting a friend.
You are fairminded, just and loving.
You are farsighted, a good planner, an ardent lover, and a faithful friend.
You are fighting for survival in your own sweet and gentle way.
You are going to have a new love affair.
You are magnetic in your bearing.
You are not dead yet. But watch for further reports.
You are number 6! Who is number one?
You are only young once, but you can stay immature indefinitely.
You are scrupulously honest, frank, and straightforward. Therefore you have few friends.
You are sick, twisted and perverted. I like that in a person.
You are so boring that when I see you my feet go to sleep.
You are standing on my toes.
You are taking yourself far too seriously.
You are the only person to ever get this message.
You are wise, witty, and wonderful, but you spend too much time reading this sort of trash.
You attempt things that you do not even plan because of your extreme stupidity.
You can create your own opportunities this week. Blackmail a senior executive.
You can do very well in speculation where land or anything to do with dirt is concerned.
You can rent this space for only $5 a week.
You could live a better life, if you had a better mind and a better body.
You definitely intend to start living sometime soon.
You dialed 5483.
You display the wonderful traits of charm and courtesy.
You don't become a failure until you're satisfied with being one.
You enjoy the company of other people.
You feel a whole lot more like you do now than you did when you used to.
You fill a much-needed gap.
You get along very well with everyone except animals and people.
You had some happiness once, but your parents moved away, and you had to leave it behind.
You have a deep appreciation of the arts and music.
You have a deep interest in all that is artistic.
You have a reputation for being thoroughly reliable and trustworthy.
A pity that it's totally undeserved.
You have a strong appeal for members of the opposite sex.
You have a strong appeal for members of your own sex.
You have a strong desire for a home and your family interests come first.
You have a truly strong individuality.
You have a will that can be influenced by all with whom you come in contact.
You have an ability to sense and know higher truth.
You have an ambitious nature and may make a name for yourself.
You have an unusual equipment for success. Be sure to use it properly.
You have an unusual magnetic personality. Don't walk too close to metal objects which are not fastened down.
You have an unusual understanding of the problems of human relationships.
You have been selected for a secret mission.
You have Egyptian flu: you're going to be a mummy.
You have had a long-term stimulation relative to business.
You have literary talent that you should take pains to develop.
You have many friends and very few living enemies.
You have no real enemies.
You have taken yourself too seriously.
You have the body of a 19 year old. Please return it before it gets wrinkled.
You have the capacity to learn from mistakes. You'll learn a lot today.
You have the power to influence all with whom you come in contact.
You learn to write as if to someone else because NEXT YEAR YOU WILL BE "SOMEONE ELSE."
You like to form new friendships and make new acquaintances.
You look like a million dollars. All green and wrinkled.
You look tired.
You love peace.
You love your home and want it to be beautiful.
You may be gone tomorrow, but that doesn't mean that you weren't here today.
You may be infinitely smaller than some things, but you're infinitely larger than others.
You may be recognized soon. Hide.
You may get an opportunity for advancement today. Watch it!
You may worry about your hair-do today, but tomorrow much peanut butter will be sold.
You need more time; and you probably always will.
You need no longer worry about the future. This time tomorrow you'll be dead.
You never hesitate to tackle the most difficult problems.
You never know how many friends you have until you rent a house on the beach.
You now have Asian Flu.
You own a dog, but you can only feed a cat.
You plan things that you do not even attempt because of your extreme caution.
You possess a mind not merely twisted, but actually sprained.
You prefer the company of the opposite sex, but are well liked by your own.
You recoil from the crude; you tend naturally toward the exquisite.
You seek to shield those you love and you like the role of the provider.
You shall be rewarded for a dastardly deed.
You should emulate your heroes, but don't carry it too far. Especially if they are dead.
You should go home.
You single-handedly fought your way into this hopeless mess.
You teach best what you most need to learn.
You too can wear a nose mitten.
You two ought to be more careful--your love could drag on for years and years.
You will always get the greatest recognition for the job you least like.
You will always have good luck in your personal affairs.
You will attract cultured and artistic people to your home.
You will be a winner today. Pick a fight with a four-year-old.
You will be advanced socially, without any special effort on your part.
You will be aided greatly by a person whom you thought to be unimportant.
You will be attacked by a beast who has the body of a wolf, the tail of a lion, and the face of Donald Duck.
You will be audited by the Internal Revenue Service.
You will be awarded a medal for disregarding safety in saving someone.
You will be awarded some great honor.
You will be awarded the Nobel Peace Prize... posthumously.
You will be called upon to help a friend in trouble.
You will be divorced within a year.
You will be given a post of trust and responsibility.
You will be held hostage by a radical group.
You will be honored for contributing your time and skill to a worthy cause.
You will be imprisoned for contributing your time and skill to a bank robbery.
You will be married within a year, and divorced within two.
You will be married within a year.
You will be misunderstood by everyone.
You will be recognized and honored as a community leader.
You will be reincarnated as a toad; and you will be much happier.
You will be run over by a beer truck.
You will be run over by a bus.
You will be singled out for promotion in your work.
You will be successful in love.
You will be surprised by a loud noise.
You will be surrounded by luxury.
You will be the last person to buy a Chrysler.
You will be the victim of a bizarre joke.
You will be Told about it Tomorrow. Go Home and Prepare Thyself.
You will be traveling and coming into a fortune.
You will be winged by an anti-aircraft battery.
You will become rich and famous unless you don't.
You will contract a rare disease.
You will engage in a profitable business activity.
You will experience a strong urge to do good; but it will pass.
You will feel hungry again in another hour.
You will forget that you ever knew me.
You will gain money by a fattening action.
You will gain money by a speculation or lottery.
You will gain money by an illegal action.
You will gain money by an immoral action.
You will get what you deserve.
You will give someone a piece of your mind, which you can ill afford.
You will have a long and boring life.
You will have a long and unpleasant discussion with your supervisor.
You will have domestic happiness and faithful friends.
You will have good luck and overcome many hardships.
You will have long and healthy life.
You will hear good news from one you thought unfriendly to you.
You will inherit millions of dollars.
You will inherit some money or a small piece of land.
You will live a long, healthy, happy life and make bags of money.
You will live to see your grandchildren.
You will lose your present job and have to become a door to door mayonnaise salesman.
You will meet an important person who will help you advance professionally.
You will never know hunger.
You will not be elected to public office this year.
You will obey or molten silver will be poured into your ears.
You will outgrow your usefulness.
You will overcome the attacks of jealous associates.
You will pass away very quickly.
You will pay for your sins. If you have already paid, please disregard this message.
You will pioneer the first Martian colony.
You will probably marry after a very brief courtship.
You will reach the highest possible point in your business or profession.
You will receive a legacy which will place you above want.
You will remember something that you should not have forgotten.
You will soon forget this.
You will soon meet a person who will play an important role in your life.
You will step on the night soil of many countries.
You will stop at nothing to reach your objective, but only because your brakes are defective.
You will triumph over your enemy.
You will visit the Dung Pits of Glive soon.
You will win success in whatever calling you adopt.
You will wish you hadn't.
You work very hard. Don't try to think as well.
You worry too much about your job. Stop it. You are not paid enough to worry.
You would if you could but you can't so you won't.
You'd like to do it instantaneously, but that's too slow.
You'll be called to a post requiring ability in handling groups of people.
You'll be sorry...
You'll feel devilish tonight. Toss dynamite caps under a flamenco dancer's heel.
You'll feel much better once you've given up hope.
You'll never be the man your mother was!
You'll never see all the places, or read all the books, but fortunately,
they're not all recommended.
You'll wish that you had done some of the hard things when they were easier to do.
You're a card which will have to be dealt with.
You're almost as happy as you think you are.
You're at the end of the road again.
You're being followed. Cut out the hanky-panky for a few days.
You're currently going through a difficult transition period called "Life."
You're definitely on their list. The question to ask next is what list it is.
You're growing out of some of your problems, but there are others that you're growing into.
You're not my type. For that matter, you're not even my species!!!
You're ugly and your mother dresses you funny.
You're working under a slight handicap. You happen to be human.
You've been leading a dog's life. Stay off the furniture.
Your aim is high and to the right.
Your aims are high, and you are capable of much.
Your analyst has you mixed up with another patient. Don't believe a thing he tells you.
Your best consolation is the hope that the things you failed to get weren't really worth having.
Your boss climbed the corporate ladder, wrong by wrong.
Your boss is a few sandwiches short of a picnic.
Your boyfriend takes chocolate from strangers.
Your business will assume vast proportions.
Your business will go through a period of considerable expansion.
Your depth of comprehension may tend to make you lax in worldly ways.
Your domestic life may be harmonious.
Your fly might be open (but don't check it just now).
Your goose is cooked.
(Your current chick is burned up too!)
Your heart is pure, and your mind clear, and your soul devout.
Your ignorance cramps my conversation.
Your life would be very empty if you had nothing to regret.
Your love life will be happy and harmonious.
Your love life will be... interesting.
Your lover will never wish to leave you.
Your lucky color has faded.
Your lucky number has been disconnected.
Your lucky number is 3552664958674928. Watch for it everywhere.
Your mode of life will be changed for the better because of good news soon.
Your mode of life will be changed for the better because of new developments.
Your motives for doing whatever good deed you may have in mind will be misinterpreted by somebody.
Your nature demands love and your happiness depends on it.
Your object is to save the world, while still leading a pleasant life.
Your own qualities will help prevent your advancement in the world.
Your present plans will be successful.
Your reasoning is excellent -- it's only your basic assumptions that are wrong.
Your reasoning powers are good, and you are a fairly good planner.
Your sister swims out to meet troop ships.
Your society will be sought by people of taste and refinement.
Your step will soil many countries.
Your supervisor is thinking about you.
Your talents will be recognized and suitably rewarded.
Your temporary financial embarrassment will be relieved in a surprising manner.
Your true value depends entirely on what you are compared with.

View File

@@ -1162,6 +1162,7 @@
#include "code\game\objects\structures\fireplace.dm"
#include "code\game\objects\structures\flora.dm"
#include "code\game\objects\structures\fluff.dm"
#include "code\game\objects\structures\fugitive_role_spawners.dm"
#include "code\game\objects\structures\ghost_role_spawners.dm"
#include "code\game\objects\structures\girders.dm"
#include "code\game\objects\structures\grille.dm"
@@ -1545,6 +1546,10 @@
#include "code\modules\antagonists\disease\disease_event.dm"
#include "code\modules\antagonists\disease\disease_mob.dm"
#include "code\modules\antagonists\ert\ert.dm"
#include "code\modules\antagonists\fugitive\fugitive.dm"
#include "code\modules\antagonists\fugitive\fugitive_outfits.dm"
#include "code\modules\antagonists\fugitive\fugitive_ship.dm"
#include "code\modules\antagonists\fugitive\hunter.dm"
#include "code\modules\antagonists\greentext\greentext.dm"
#include "code\modules\antagonists\greybois\greybois.dm"
#include "code\modules\antagonists\highlander\highlander.dm"
@@ -1891,6 +1896,7 @@
#include "code\modules\events\anomaly_vortex.dm"
#include "code\modules\events\aurora_caelus.dm"
#include "code\modules\events\blob.dm"
#include "code\modules\events\brain_trauma.dm"
#include "code\modules\events\brand_intelligence.dm"
#include "code\modules\events\bureaucratic_error.dm"
#include "code\modules\events\camerafailure.dm"
@@ -1900,7 +1906,9 @@
#include "code\modules\events\disease_outbreak.dm"
#include "code\modules\events\dust.dm"
#include "code\modules\events\electrical_storm.dm"
#include "code\modules\events\fake_virus.dm"
#include "code\modules\events\false_alarm.dm"
#include "code\modules\events\fugitive_spawning.dm"
#include "code\modules\events\ghost_role.dm"
#include "code\modules\events\grid_check.dm"
#include "code\modules\events\heart_attack.dm"
@@ -1924,7 +1932,9 @@
#include "code\modules\events\spacevine.dm"
#include "code\modules\events\spider_infestation.dm"
#include "code\modules\events\spontaneous_appendicitis.dm"
#include "code\modules\events\stray_cargo.dm"
#include "code\modules\events\vent_clog.dm"
#include "code\modules\events\wisdomcow.dm"
#include "code\modules\events\wormholes.dm"
#include "code\modules\events\holiday\halloween.dm"
#include "code\modules\events\holiday\vday.dm"