Merge branch 'master' into pr/870

This commit is contained in:
BongaTheProto
2023-09-16 15:25:40 -05:00
302 changed files with 5119 additions and 1905 deletions
@@ -33,12 +33,12 @@
face_atom(target)
draining = TRUE
to_chat(src, span_revennotice("You search for the lifespring of [target]."))
if(do_after(src, rand(10, 20), 0, target)) //did they get deleted in that second?
if(do_after(src, rand(10, 20), target)) //did they get deleted in that second?
for(var/obj/item/organ/genital/G in target.internal_organs)
if(!(G.genital_flags & GENITAL_FUID_PRODUCTION))
continue
// var/datum/reagents/fluid_source = G.climaxable(target)
if(do_after(src, rand(10, 20), 0, target)) //did they get deleted in that second?
if(do_after(src, rand(10, 20), target)) //did they get deleted in that second?
// var/main_fluid = lowertext(fluid_source.get_master_reagent_name()) // doesn't work no more (should delete probably)
var/main_fluid = G.get_fluid_name()
var/fluid_ammount = G.get_fluid()
@@ -57,7 +57,7 @@
if(do_after(src, rand(15, 20), 0, target)) //did they get deleted NOW?
if(do_after(src, rand(15, 20), target)) //did they get deleted NOW?
switch(essence_drained)
if(0 to 4)
to_chat(src, span_revennotice("[target] is almost barren of essence. Still, every bit counts."))
@@ -67,7 +67,7 @@
to_chat(src, span_revenboldnotice("Such a feast! [target] will yield much essence to you."))
if(30 to INFINITY)
to_chat(src, span_revenbignotice("Ah, a sexually furstrated person. [target] will yield massive amounts of essence to you."))
if(do_after(src, rand(15, 25), 0, target)) //how about now
if(do_after(src, rand(15, 25), target)) //how about now
if(target.stat)
to_chat(src, span_revenwarning("[target.p_theyre(TRUE)] now too weak to provide anything of worth."))
to_chat(target, span_boldannounce("You feel something tugging across your body before subsiding."))
@@ -90,7 +90,7 @@
draining = FALSE
return
var/datum/beam/B = Beam(target,icon_state="drain_life",time=INFINITY)
if(do_after(src, 46, 0, target)) //As one cannot prove the existance of ghosts, ghosts cannot prove the existance of the target they were draining.
if(do_after(src, 46, target)) //As one cannot prove the existance of ghosts, ghosts cannot prove the existance of the target they were draining.
change_essence_amount(essence_drained, FALSE, target)
for(var/obj/item/organ/genital/G in target.internal_organs)
var/datum/reagents/fluid_source = G.climaxable(target)
+10 -7
View File
@@ -114,18 +114,21 @@
var/percentage = ((get_lust() / (get_lust_tolerance() * 3)) * 100)
return percentage
/atom/proc/add_cum_overlay() //This can go in a better spot, for now its here.
cum_splatter_icon = icon(initial(icon), initial(icon_state), dir = 1)
cum_splatter_icon.Blend("#fff", ICON_ADD)
cum_splatter_icon.Blend(icon('modular_splurt/icons/effects/cumoverlay.dmi', "cum_obj"), ICON_MULTIPLY)
/atom/proc/add_cum_overlay(cum_color) //This can go in a better spot, for now its here.
wash_cum()
cum_splatter_icon = mutable_appearance('modular_splurt/icons/effects/cumoverlay.dmi', "cum_obj", color = cum_color)
add_overlay(cum_splatter_icon)
/mob/living/carbon/human/add_cum_overlay(cum_color, large = FALSE)
wash_cum()
cum_splatter_icon = mutable_appearance('modular_splurt/icons/effects/cumoverlay.dmi', large ? "cum_large" : "cum_normal", color = cum_color)
add_overlay(cum_splatter_icon)
/atom/proc/wash_cum()
cut_overlay(mutable_appearance('modular_splurt/icons/effects/cumoverlay.dmi', "cum_normal"))
cut_overlay(mutable_appearance('modular_splurt/icons/effects/cumoverlay.dmi', "cum_large"))
if(cum_splatter_icon)
cut_overlay(cum_splatter_icon)
return TRUE
QDEL_NULL(cum_splatter_icon)
return TRUE
//arousal hud display
@@ -5,6 +5,7 @@
var/datum/reagent/original_fluid_id
var/datum/reagent/default_fluid_id
var/list/writtentext = ""
var/list/obj/item/equipment = list()
/obj/item/organ/genital/modify_size(modifier, min, max)
. = ..()
@@ -31,6 +32,11 @@
return linked_organ.fluid_id
return
/obj/item/organ/genital/proc/splash_cum(mob/living/carbon/human/orgasming, target_orifice, atom/partner, cumin, genital)
SIGNAL_HANDLER
return !(!owner || cumin || genital != src)
/obj/item/organ/genital/proc/get_fluid_name()
var/milkies = get_fluid_id()
var/message
@@ -53,9 +59,6 @@
else if(linked_organ?.genital_flags & GENITAL_FUID_PRODUCTION)
linked_organ?.fluid_id = new_fluidtype
/obj/item/organ/genital
var/list/obj/item/equipment = list()
/mob/living/carbon/human/update_genitals()
. = ..()
@@ -1,6 +1,18 @@
/obj/item/organ/genital/breasts
default_fluid_id = /datum/reagent/consumable/milk
/obj/item/organ/genital/breasts/Insert(mob/living/carbon/M, special, drop_if_replaced)
. = ..()
if(!.)
return
RegisterSignal(owner, COMSIG_MOB_CAME, .proc/splash_cum)
/obj/item/organ/genital/breasts/Remove(special)
. = ..()
var/mob/living/carbon/human/C = .
if(!QDELETED(C))
UnregisterSignal(C, COMSIG_MOB_CAME)
/obj/item/organ/genital/breasts/get_features(mob/living/carbon/human/H)
var/datum/dna/D = H.dna
if(D.features["breasts_fluid"])
@@ -38,3 +50,34 @@
owner.visible_message("<span class='lewd'>\The <b>[owner]</b>'s [pick(GLOB.breast_nouns)] swell up with the surge of [lowertext(source_gen.get_fluid_name())] from \the <b>[partner]</b>'s [source_gen.name]", ignored_mobs = owner.get_unconsenting())
fluid_id = source_gen.get_fluid_id()
climax_fluids.clear_reagents()
/obj/item/organ/genital/breasts/splash_cum(mob/living/carbon/human/orgasming, target_orifice, atom/partner, cumin, genital)
. = ..()
if(!.)
return
// determine size stage
var/width_multiplier = 0
switch(round(size * get_size(owner)))
if(10 to 20)
width_multiplier = 1
if(20 to INFINITY)
width_multiplier = 2
// get affected objects
var/turf/target_turf = owner.loc
var/list/atom/cumsplashed_items = list()
if(!istype(target_turf))
return
for(var/i in 0 to width_multiplier)
target_turf = get_step(target_turf, owner.dir)
for(var/object in target_turf.contents)
if(isturf(object))
continue
LAZYADD(cumsplashed_items, object)
if(cumsplashed_items.len)
break
// splash affected objects
for(var/atom/object in cumsplashed_items)
object.add_cum_overlay(initial(fluid_id.color), width_multiplier > 1 ? TRUE : FALSE)
@@ -1,3 +1,15 @@
/obj/item/organ/genital/penis/Insert(mob/living/carbon/M, special, drop_if_replaced)
. = ..()
if(!.)
return
RegisterSignal(owner, COMSIG_MOB_CAME, .proc/splash_cum)
/obj/item/organ/genital/penis/Remove(special)
. = ..()
var/mob/living/carbon/human/C = .
if(!QDELETED(C))
UnregisterSignal(C, COMSIG_MOB_CAME)
/obj/item/organ/genital/penis/get_features(mob/living/carbon/human/H)
. = ..()
original_fluid_id = fluid_id
@@ -35,3 +47,36 @@
if(linked_organ)
linked_organ.fluid_id = source_gen.get_fluid_id()
target.clear_reagents()
/obj/item/organ/genital/penis/splash_cum(mob/living/carbon/human/orgasming, target_orifice, atom/partner, cumin, genital)
. = ..()
if(!. || !linked_organ)
return
// determine size stage
var/length_multiplier = 0
switch(round(length * get_size(owner)))
if(16 to 32)
length_multiplier = 1
if(32 to INFINITY)
length_multiplier = 2
else
return
// get affected objects
var/turf/target_turf = owner.loc
var/list/atom/cumsplashed_items = list()
if(!istype(target_turf))
return
for(var/i in 0 to length_multiplier)
target_turf = get_step(target_turf, owner.dir)
for(var/object in target_turf.contents)
if(isturf(object))
continue
LAZYADD(cumsplashed_items, object)
if(cumsplashed_items.len)
break
// splash affected objects
for(var/atom/object in cumsplashed_items)
object.add_cum_overlay(initial(linked_organ.fluid_id.color), length_multiplier > 1 ? TRUE : FALSE)
@@ -0,0 +1,30 @@
/obj/item/organ/genital/vagina/Insert(mob/living/carbon/M, special, drop_if_replaced)
. = ..()
if(!.)
return
RegisterSignal(owner, COMSIG_MOB_CAME, .proc/splash_cum)
/obj/item/organ/genital/vagina/Remove(special)
. = ..()
var/mob/living/carbon/human/C = .
if(!QDELETED(C))
UnregisterSignal(C, COMSIG_MOB_CAME)
/obj/item/organ/genital/vagina/splash_cum(mob/living/carbon/human/orgasming, target_orifice, atom/partner, cumin, genital)
. = ..()
if(!. || !linked_organ)
return
if(get_size(owner) < 1.25)
return
// get target objects
var/turf/target_turf = get_turf(owner)
if(!istype(target_turf))
return
// splash affected objects
for(var/atom/object in target_turf.contents)
if(!istype(object) || isturf(object) || object == owner)
continue
object.add_cum_overlay(initial(linked_organ.fluid_id.color), get_size(owner) >= 1.5)
@@ -5,7 +5,7 @@
attack_verb = list("penetrated", "slapped", "gaped", "prolapsed", "inseminated", "destroyed", "broke", "demolished", "whacked")
/obj/item/dildo/flared/gigantic/suicide_act(mob/living/user)
if(do_after(user,45,target=src))
if(do_after(user, 45, target=src))
user.visible_message(span_suicide("[user] tears-up and gags as they try to deepthroat the [src]! WHY WOULD THEY DO THAT? It looks like [user.p_theyre()] trying to commit suicide!!"))
playsound(loc, 'sound/weapons/gagging.ogg', 50, 2, -1)
user.Stun(400)
@@ -1,5 +1,5 @@
/datum/supply_pack/emergency/radiatione_emergency_bikini
name = "Emergenc Beach Radiation Protection Crate"
name = "Emergency Beach Radiation Protection Crate"
desc = "Survive(?) the Nuclear Summer and Supermatter Engine alike with two sets of Radkinis. Each set contains a mask, bikini, and Geiger counter. We'll even throw in a few pill bottles that are able to handles radiation and the affects of the poisoning."
cost = 2000
contains = list(/obj/item/clothing/mask/gas/radmask,
@@ -111,13 +111,13 @@
contains = list( /obj/item/gunpart/riflebrush2stock, /obj/item/gunpart/riflebrush2barrel, /obj/item/ammo_box/g45l)
/datum/supply_pack/goody/revolver45_single
name = ".45 Reolver Single-Pack"
name = ".45 Revolver Single-Pack"
desc = "Contains a parts kit to assemble a 45 Revolver Gun. Comes with a box of .45 Long"
cost = 800
contains = list( /obj/item/gunpart/revolver45cylinder, /obj/item/gunpart/revolver45frame, /obj/item/ammo_box/g45l)
/datum/supply_pack/goody/huntingshotgun_single
name = "Hunting Shotgun Single-Pack"
desc = "Contains a parts kit to assemble a hutning shotgun."
desc = "Contains a parts kit to assemble a hunting shotgun."
cost = 1700
contains = list(/obj/item/gunpart/shotgunhutningstock, /obj/item/gunpart/shotgunhutningbarrel, /obj/item/storage/box/lethalshot)
@@ -576,3 +576,133 @@
/obj/item/cane/plague
)
crate_name = "plague doctor crate"
/datum/supply_pack/randomised/costumes/tesh_cloaks_vr
name = "Teshari cloaks"
contains = list(
/obj/item/clothing/neck/cloak/teshari/standard/white,
/obj/item/clothing/neck/cloak/teshari/standard/white_grey,
/obj/item/clothing/neck/cloak/teshari/standard/red_grey,
/obj/item/clothing/neck/cloak/teshari/standard/orange_grey,
/obj/item/clothing/neck/cloak/teshari/standard/yellow_grey,
/obj/item/clothing/neck/cloak/teshari/standard/green_grey,
/obj/item/clothing/neck/cloak/teshari/standard/blue_grey,
/obj/item/clothing/neck/cloak/teshari/standard/purple_grey,
/obj/item/clothing/neck/cloak/teshari/standard/pink_grey,
/obj/item/clothing/neck/cloak/teshari/standard/brown_grey,
/obj/item/clothing/neck/cloak/teshari/standard/rainbow,
/obj/item/clothing/neck/cloak/teshari/standard/orange
)
cost = 40
/datum/supply_pack/randomised/costumes/tesh_cloaks_b_vr
name = "Teshari cloaks (black)"
contains = list(
/obj/item/clothing/neck/cloak/teshari,
/obj/item/clothing/neck/cloak/teshari/standard/black_red,
/obj/item/clothing/neck/cloak/teshari/standard/black_orange,
/obj/item/clothing/neck/cloak/teshari/standard/black_yellow,
/obj/item/clothing/neck/cloak/teshari/standard/black_green,
/obj/item/clothing/neck/cloak/teshari/standard/black_blue,
/obj/item/clothing/neck/cloak/teshari/standard/black_purple,
/obj/item/clothing/neck/cloak/teshari/standard/black_pink,
/obj/item/clothing/neck/cloak/teshari/standard/black_brown,
/obj/item/clothing/neck/cloak/teshari/standard/black_grey,
/obj/item/clothing/neck/cloak/teshari/standard/black_white,
/obj/item/clothing/neck/cloak/teshari/standard/black_glow,
/obj/item/clothing/neck/cloak/teshari/standard/dark_retrowave
)
cost = 40
/datum/supply_pack/randomised/costumes/tesh_beltcloaks_vr
name = "Teshari cloaks (belted)"
contains = list(
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/orange_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/rainbow,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/lightgrey_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/white_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/red_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/orange,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/yellow_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/green_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/blue_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/purple_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/pink_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/brown_grey
)
cost = 40
/datum/supply_pack/randomised/costumes/tesh_beltcloaks_b_vr
name = "Teshari cloaks (belted, black)"
contains = list(
/obj/item/clothing/suit/hooded/teshari/beltcloak,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_orange,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_grey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_midgrey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_lightgrey,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_white,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_red,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_yellow,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_green,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_blue,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_purple,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_pink,
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_brown
)
cost = 40
/datum/supply_pack/randomised/costumes/tesh_hoodcloaks_vr
name = "Teshari cloaks (hooded)"
contains = list(
/obj/item/clothing/suit/hooded/teshari/standard/orange_grey,
/obj/item/clothing/suit/hooded/teshari/standard/lightgrey_grey,
/obj/item/clothing/suit/hooded/teshari/standard/white_grey,
/obj/item/clothing/suit/hooded/teshari/standard/red_grey,
/obj/item/clothing/suit/hooded/teshari/standard/orange,
/obj/item/clothing/suit/hooded/teshari/standard/yellow_grey,
/obj/item/clothing/suit/hooded/teshari/standard/green_grey,
/obj/item/clothing/suit/hooded/teshari/standard/blue_grey,
/obj/item/clothing/suit/hooded/teshari/standard/purple_grey,
/obj/item/clothing/suit/hooded/teshari/standard/pink_grey,
/obj/item/clothing/suit/hooded/teshari/standard/brown_grey
)
cost = 40
/datum/supply_pack/randomised/costumes/tesh_hoodcloaks_b_vr
name = "Teshari cloaks (hooded, black)"
contains = list(
/obj/item/clothing/suit/hooded/teshari,
/obj/item/clothing/suit/hooded/teshari/standard/black_orange,
/obj/item/clothing/suit/hooded/teshari/standard/black_grey,
/obj/item/clothing/suit/hooded/teshari/standard/black_midgrey,
/obj/item/clothing/suit/hooded/teshari/standard/black_lightgrey,
/obj/item/clothing/suit/hooded/teshari/standard/black_white,
/obj/item/clothing/suit/hooded/teshari/standard/black_red,
/obj/item/clothing/suit/hooded/teshari/standard/black,
/obj/item/clothing/suit/hooded/teshari/standard/black_yellow,
/obj/item/clothing/suit/hooded/teshari/standard/black_green,
/obj/item/clothing/suit/hooded/teshari/standard/black_blue,
/obj/item/clothing/suit/hooded/teshari/standard/black_purple,
/obj/item/clothing/suit/hooded/teshari/standard/black_pink,
/obj/item/clothing/suit/hooded/teshari/standard/black_brown
)
cost = 40
@@ -13,6 +13,12 @@
ckeywhitelist = list()
donator_group_id = DONATOR_GROUP_TIER_1
/datum/gear/donator/uniform/chameleon
name = "Chameleon suit"
path = /obj/item/clothing/under/chameleon
ckeywhitelist = list()
donator_group_id = DONATOR_GROUP_TIER_1
//Head
/datum/gear/donator/head/crown/fancy
name = "magnificent crown"
@@ -52,3 +52,35 @@
path = /obj/item/clothing/neck/petcollar/poly
loadout_flags = LOADOUT_CAN_NAME | LOADOUT_CAN_DESCRIPTION | LOADOUT_CAN_COLOR_POLYCHROMIC
loadout_initial_colors = list("#00bb70", "#FFC600")
/datum/gear/neck/teshari
loadout_flags = LOADOUT_CAN_NAME | LOADOUT_CAN_DESCRIPTION
/datum/gear/neck/teshari/standard
name = "Teshari Cloak"
path = /obj/item/clothing/neck/cloak/teshari
/datum/gear/neck/teshari/black_red
name = "Teshari Cloak Black Red"
path = /obj/item/clothing/neck/cloak/teshari/standard/black_red
/datum/gear/neck/teshari/white
name = "Teshari Cloak White"
path = /obj/item/clothing/neck/cloak/teshari/standard/white
/datum/gear/neck/teshari/rainbow
name = "Teshari Cloak Rainbow"
path = /obj/item/clothing/neck/cloak/teshari/standard/rainbow
/datum/gear/neck/teshari/orange
name = "Teshari Cloak orange"
path = /obj/item/clothing/neck/cloak/teshari/standard/orange
/datum/gear/neck/teshari/dark_retrowave
name = "Teshari Cloak Dark Retrowave"
path = /obj/item/clothing/neck/cloak/teshari/standard/dark_retrowave
/datum/gear/neck/teshari/black_glow
name = "Teshari Cloak Dark Black Glow"
path = /obj/item/clothing/neck/cloak/teshari/standard/black_glow
@@ -0,0 +1,4 @@
/datum/outfit/vox
name = "Vox"
r_hand = /obj/item/tank/internals/plasmaman/belt/full
mask = /obj/item/clothing/mask/breath
@@ -50,3 +50,713 @@
. = ..()
*/
// Standard Cloaks
/obj/item/clothing/neck/cloak/teshari
name = "black cloak"
desc = "It drapes over a Teshari's shoulders and closes at the neck with pockets convienently placed inside."
icon = 'modular_splurt/icons/mob/clothing/species/teshari/tesh_items.dmi'
icon_state = "tesh_cloak_bn"
/obj/item/clothing/neck/cloak/teshari/standard/black_red
name = "black and red cloak"
icon_state = "tesh_cloak_br"
/obj/item/clothing/neck/cloak/teshari/standard/black_orange
name = "black and orange cloak"
icon_state = "tesh_cloak_bo"
/obj/item/clothing/neck/cloak/teshari/standard/black_yellow
name = "black and yellow cloak"
icon_state = "tesh_cloak_by"
/obj/item/clothing/neck/cloak/teshari/standard/black_green
name = "black and green cloak"
icon_state = "tesh_cloak_bgr"
/obj/item/clothing/neck/cloak/teshari/standard/black_blue
name = "black and blue cloak"
icon_state = "tesh_cloak_bbl"
/obj/item/clothing/neck/cloak/teshari/standard/black_purple
name = "black and purple cloak"
icon_state = "tesh_cloak_bp"
/obj/item/clothing/neck/cloak/teshari/standard/black_pink
name = "black and pink cloak"
icon_state = "tesh_cloak_bpi"
/obj/item/clothing/neck/cloak/teshari/standard/black_brown
name = "black and brown cloak"
icon_state = "tesh_cloak_bbr"
/obj/item/clothing/neck/cloak/teshari/standard/black_grey
name = "black and grey cloak"
icon_state = "tesh_cloak_bg"
/obj/item/clothing/neck/cloak/teshari/standard/black_white
name = "black and white cloak"
icon_state = "tesh_cloak_bw"
/obj/item/clothing/neck/cloak/teshari/standard/white
name = "white cloak"
icon_state = "tesh_cloak_wn"
/obj/item/clothing/neck/cloak/teshari/standard/white_grey
name = "white and grey cloak"
icon_state = "tesh_cloak_wg"
/obj/item/clothing/neck/cloak/teshari/standard/red_grey
name = "red and grey cloak"
icon_state = "tesh_cloak_rg"
/obj/item/clothing/neck/cloak/teshari/standard/orange_grey
name = "orange and grey cloak"
icon_state = "tesh_cloak_og"
/obj/item/clothing/neck/cloak/teshari/standard/yellow_grey
name = "yellow and grey cloak"
icon_state = "tesh_cloak_yg"
/obj/item/clothing/neck/cloak/teshari/standard/green_grey
name = "green and grey cloak"
icon_state = "tesh_cloak_gg"
/obj/item/clothing/neck/cloak/teshari/standard/blue_grey
name = "blue and grey cloak"
icon_state = "tesh_cloak_blug"
/obj/item/clothing/neck/cloak/teshari/standard/purple_grey
name = "purple and grey cloak"
icon_state = "tesh_cloak_pg"
/obj/item/clothing/neck/cloak/teshari/standard/pink_grey
name = "pink and grey cloak"
icon_state = "tesh_cloak_pig"
/obj/item/clothing/neck/cloak/teshari/standard/brown_grey
name = "brown and grey cloak"
icon_state = "tesh_cloak_brg"
/obj/item/clothing/neck/cloak/teshari/standard/rainbow
name = "rainbow cloak"
icon_state = "tesh_cloak_rainbow"
/obj/item/clothing/neck/cloak/teshari/standard/orange
name = "orange cloak"
icon_state = "tesh_cloak_on"
/obj/item/clothing/neck/cloak/teshari/standard/dark_retrowave
name = "dark aesthetic cloak"
icon_state = "tesh_cloak_dretrowave"
/obj/item/clothing/neck/cloak/teshari/standard/black_glow
name = "black and glowing cloak"
icon_state = "tesh_cloak_bglowing"
// Job Cloaks
/obj/item/clothing/neck/cloak/teshari/jobs/cap
name = "site manager cloak"
desc = "A soft Teshari cloak made for the Site Manager"
icon_state = "tesh_cloak_cap"
//Cargo
/obj/item/clothing/neck/cloak/teshari/jobs/qm
name = "quartermaster cloak"
desc = "A soft Teshari cloak made for the Quartermaster"
icon_state = "tesh_cloak_qm"
/obj/item/clothing/neck/cloak/teshari/jobs/cargo
name = "cargo cloak"
desc = "A soft Teshari cloak made for the Cargo department"
icon_state = "tesh_cloak_car"
/obj/item/clothing/neck/cloak/teshari/jobs/mining
name = "mining cloak"
desc = "A soft Teshari cloak made for Mining"
icon_state = "tesh_cloak_mine"
//Engineering
/obj/item/clothing/neck/cloak/teshari/jobs/ce
name = "cheif engineer cloak"
desc = "A soft Teshari cloak made the Chief Engineer"
icon_state = "tesh_cloak_ce"
/obj/item/clothing/neck/cloak/teshari/jobs/engineer
name = "engineering cloak"
desc = "A soft Teshari cloak made for the Engineering department"
icon_state = "tesh_cloak_engie"
/obj/item/clothing/neck/cloak/teshari/jobs/atmos
name = "atmospherics cloak"
desc = "A soft Teshari cloak made for the Atmospheric Technician"
icon_state = "tesh_cloak_atmos"
//Medical
/obj/item/clothing/neck/cloak/teshari/jobs/cmo
name = "chief medical officer cloak"
desc = "A soft Teshari cloak made the Cheif Medical Officer"
icon_state = "tesh_cloak_cmo"
/obj/item/clothing/neck/cloak/teshari/jobs/medical
name = "medical cloak"
desc = "A soft Teshari cloak made for the Medical department"
icon_state = "tesh_cloak_doc"
/obj/item/clothing/neck/cloak/teshari/jobs/chemistry
name = "chemist cloak"
desc = "A soft Teshari cloak made for the Chemist"
icon_state = "tesh_cloak_chem"
/obj/item/clothing/neck/cloak/teshari/jobs/viro
name = "virologist cloak"
desc = "A soft Teshari cloak made for the Virologist"
icon_state = "tesh_cloak_viro"
/obj/item/clothing/neck/cloak/teshari/jobs/para
name = "paramedic cloak"
desc = "A soft Teshari cloak made for the Paramedic"
icon_state = "tesh_cloak_para"
/obj/item/clothing/neck/cloak/teshari/jobs/psych
name = " psychiatrist cloak"
desc = "A soft Teshari cloak made for the Psychiatrist"
icon_state = "tesh_cloak_psych"
//Science
/obj/item/clothing/neck/cloak/teshari/jobs/rd
name = "research director cloak"
desc = "A soft Teshari cloak made for the Research Director"
icon_state = "tesh_cloak_rd"
/obj/item/clothing/neck/cloak/teshari/jobs/sci
name = "scientist cloak"
desc = "A soft Teshari cloak made for the Science department"
icon_state = "tesh_cloak_sci"
/obj/item/clothing/neck/cloak/teshari/jobs/robo
name = "roboticist cloak"
desc = "A soft Teshari cloak made for the Roboticist"
icon_state = "tesh_cloak_robo"
//Security
/obj/item/clothing/neck/cloak/teshari/jobs/hos
name = "head of security cloak"
desc = "A soft Teshari cloak made for the Head of Security"
icon_state = "tesh_cloak_hos"
/obj/item/clothing/neck/cloak/teshari/jobs/sec
name = "security cloak"
desc = "A soft Teshari cloak made for the Security department"
icon_state = "tesh_cloak_sec"
/obj/item/clothing/neck/cloak/teshari/jobs/iaa
name = "internal affairs cloak"
desc = "A soft Teshari cloak made for the Internal Affairs Agent"
icon_state = "tesh_cloak_iaa"
//Service
/obj/item/clothing/neck/cloak/teshari/jobs/hop
name = "head of personnel cloak"
desc = "A soft Teshari cloak made for the Head of Personnel"
icon_state = "tesh_cloak_hop"
/obj/item/clothing/neck/cloak/teshari/jobs/service
name = "service cloak"
desc = "A soft Teshari cloak made for the Service department"
icon_state = "tesh_cloak_serv"
//Misc
/obj/item/clothing/suit/hooded/toggle/labcoat/teshari
name = "Teshari labcoat"
desc = "A small suit that protects against minor chemical spills. This one is a good fit on Teshari."
icon = 'modular_splurt/icons/mob/clothing/species/teshari/tesh_items.dmi'
icon_state = "tesh_labcoat"
/obj/item/clothing/suit/hooded/toggle/tesharicoat
name = "small black coat"
desc = "A coat that seems too small to fit a human."
icon = 'modular_splurt/icons/mob/clothing/species/teshari/tesh_items.dmi'
icon_state = "tesharicoat"
/obj/item/clothing/suit/hooded/toggle/tesharicoatwhite
name = "small coat"
desc = "A coat that seems too small to fit a human."
icon = 'modular_splurt/icons/mob/clothing/species/teshari/tesh_items.dmi'
icon_state = "tesharicoatwhite"
//Hooded teshari cloaks
/obj/item/clothing/suit/hooded/teshari
name = "Hooded Teshari Cloak"
desc = "A soft teshari cloak with an added hood."
icon = 'modular_splurt/icons/mob/clothing/species/teshari/tesh_items.dmi'
icon_state = "tesh_hcloak_bo"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood
/obj/item/clothing/head/hooded/tesh_hood
name = "Cloak Hood"
desc = "A hood attached to a teshari cloak."
icon = 'modular_splurt/icons/mob/clothing/species/teshari/tesh_items.dmi'
//default_worn_icon = 'icons/inventory/suit/mob_teshari.dmi'
icon_state = "tesh_hood_bo"
body_parts_covered = HEAD
/obj/item/clothing/suit/hooded/teshari/standard/black_orange
name = "black and orange hooded cloak"
icon_state = "tesh_hcloak_bo"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_orange
/obj/item/clothing/suit/hooded/teshari/standard/black_grey
name = "black and grey hooded cloak"
icon_state = "tesh_hcloak_bg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_grey
/obj/item/clothing/suit/hooded/teshari/standard/black_midgrey
name = "black and medium grey hooded cloak"
icon_state = "tesh_hcloak_bmg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_midgrey
/obj/item/clothing/suit/hooded/teshari/standard/black_lightgrey
name = "black and light grey hooded cloak"
icon_state = "tesh_hcloak_blg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_lightgrey
/obj/item/clothing/suit/hooded/teshari/standard/black_white
name = "black and white hooded cloak"
icon_state = "tesh_hcloak_bw"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_white
/obj/item/clothing/suit/hooded/teshari/standard/black_red
name = "black and red hooded cloak"
icon_state = "tesh_hcloak_br"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_red
/obj/item/clothing/suit/hooded/teshari/standard/black
name = "black hooded cloak"
icon_state = "tesh_hcloak_bn"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black
/obj/item/clothing/suit/hooded/teshari/standard/black_yellow
name = "black and yellow hooded cloak"
icon_state = "tesh_hcloak_by"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_yellow
/obj/item/clothing/suit/hooded/teshari/standard/black_green
name = "black and green hooded cloak"
icon_state = "tesh_hcloak_bgr"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_green
/obj/item/clothing/suit/hooded/teshari/standard/black_blue
name = "black and blue hooded cloak"
icon_state = "tesh_hcloak_bbl"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_blue
/obj/item/clothing/suit/hooded/teshari/standard/black_purple
name = "black and purple hooded cloak"
icon_state = "tesh_hcloak_bp"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_purple
/obj/item/clothing/suit/hooded/teshari/standard/black_pink
name = "black and pink hooded cloak"
icon_state = "tesh_hcloak_bpi"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_pink
/obj/item/clothing/suit/hooded/teshari/standard/black_brown
name = "black and brown hooded cloak"
icon_state = "tesh_hcloak_bbr"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/black_brown
/obj/item/clothing/suit/hooded/teshari/standard/orange_grey
name = "orange and grey hooded cloak"
icon_state = "tesh_hcloak_og"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/orange_grey
///obj/item/clothing/suit/hooded/teshari/standard/rainbow
// name = "rainbow hooded cloak"
// icon_state = "tesh_hcloak_rainbow"
// hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/rainbow
/obj/item/clothing/suit/hooded/teshari/standard/lightgrey_grey
name = "light grey and grey hooded cloak"
icon_state = "tesh_hcloak_lgg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/lightgrey_grey
/obj/item/clothing/suit/hooded/teshari/standard/white_grey
name = "white and grey hooded cloak"
icon_state = "tesh_hcloak_wg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/white_grey
/obj/item/clothing/suit/hooded/teshari/standard/red_grey
name = "red and grey hooded cloak"
icon_state = "tesh_hcloak_rg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/red_grey
/obj/item/clothing/suit/hooded/teshari/standard/orange
name = "orange hooded cloak"
icon_state = "tesh_hcloak_on"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/orange
/obj/item/clothing/suit/hooded/teshari/standard/yellow_grey
name = "yellow and grey hooded cloak"
icon_state = "tesh_hcloak_yg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/yellow_grey
/obj/item/clothing/suit/hooded/teshari/standard/green_grey
name = "green and grey hooded cloak"
icon_state = "tesh_hcloak_gg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/green_grey
/obj/item/clothing/suit/hooded/teshari/standard/blue_grey
name = "blue and grey hooded cloak"
icon_state = "tesh_hcloak_blug"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/blue_grey
/obj/item/clothing/suit/hooded/teshari/standard/purple_grey
name = "purple and grey hooded cloak"
icon_state = "tesh_hcloak_pg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/purple_grey
/obj/item/clothing/suit/hooded/teshari/standard/pink_grey
name = "pink and grey hooded cloak"
icon_state = "tesh_hcloak_pig"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/pink_grey
/obj/item/clothing/suit/hooded/teshari/standard/brown_grey
name = "brown and grey hooded cloak"
icon_state = "tesh_hcloak_brg"
hoodtype = /obj/item/clothing/head/hooded/tesh_hood/standard/brown_grey
//The actual hoods
/obj/item/clothing/head/hooded/tesh_hood/standard/black_orange
name = "black and orange cloak hood"
icon_state = "tesh_hood_bo"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_grey
name = "black and grey cloak hood"
icon_state = "tesh_hood_bg"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_midgrey
name = "black and medium grey cloak hood"
icon_state = "tesh_hood_bmg"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_lightgrey
name = "black and light grey cloak hood"
icon_state = "tesh_hood_blg"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_white
name = "black and white cloak hood"
icon_state = "tesh_hood_bw"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_red
name = "black and red cloak hood"
icon_state = "tesh_hood_br"
/obj/item/clothing/head/hooded/tesh_hood/standard/black
name = "black cloak hood"
icon_state = "tesh_hood_bn"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_yellow
name = "black and yellow cloak hood"
icon_state = "tesh_hood_by"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_green
name = "black and green cloak hood"
icon_state = "tesh_hood_bgr"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_blue
name = "black and blue cloak hood"
icon_state = "tesh_hood_bbl"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_purple
name = "black and purple cloak hood"
icon_state = "tesh_hood_bp"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_pink
name = "black and pink cloak hood"
icon_state = "tesh_hood_bpi"
/obj/item/clothing/head/hooded/tesh_hood/standard/black_brown
name = "black and brown cloak hood"
icon_state = "tesh_hood_bbr"
/obj/item/clothing/head/hooded/tesh_hood/standard/orange_grey
name = "orange and grey cloak hood"
icon_state = "tesh_hood_og"
/obj/item/clothing/head/hooded/tesh_hood/standard/rainbow
name = "rainbow cloak hood"
icon_state = "tesh_hood_rainbow"
/obj/item/clothing/head/hooded/tesh_hood/standard/lightgrey_grey
name = "light grey and grey cloak hood"
icon_state = "tesh_hood_lgg"
/obj/item/clothing/head/hooded/tesh_hood/standard/white_grey
name = "white and grey cloak hood"
icon_state = "tesh_hood_wg"
/obj/item/clothing/head/hooded/tesh_hood/standard/red_grey
name = "red and grey cloak hood"
icon_state = "tesh_hood_rg"
/obj/item/clothing/head/hooded/tesh_hood/standard/orange
name = "orange cloak hood"
icon_state = "tesh_hood_on"
/obj/item/clothing/head/hooded/tesh_hood/standard/yellow_grey
name = "yellow and grey cloak hood"
icon_state = "tesh_hood_yg"
/obj/item/clothing/head/hooded/tesh_hood/standard/green_grey
name = "green and grey cloak hood"
icon_state = "tesh_hood_gg"
/obj/item/clothing/head/hooded/tesh_hood/standard/blue_grey
name = "blue and grey cloak hood"
icon_state = "tesh_hood_blug"
/obj/item/clothing/head/hooded/tesh_hood/standard/purple_grey
name = "purple and grey cloak hood"
icon_state = "tesh_hood_pg"
/obj/item/clothing/head/hooded/tesh_hood/standard/pink_grey
name = "pink and grey cloak hood"
icon_state = "tesh_hood_pig"
/obj/item/clothing/head/hooded/tesh_hood/standard/brown_grey
name = "brown and grey cloak hood"
icon_state = "tesh_hood_brg"
//Belted cloaks
/obj/item/clothing/suit/hooded/teshari/beltcloak
name = "belted cloak"
desc = "A more ridged and stylized Teshari cloak."
icon = 'modular_splurt/icons/mob/clothing/species/teshari/tesh_items.dmi'
icon_state = "tesh_beltcloak_bo"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_orange
name = "black belted cloak (orange)"
icon_state = "tesh_beltcloak_bo"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_grey
name = "black belted cloak"
icon_state = "tesh_beltcloak_bg"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_midgrey
name = "black belted cloak (medium grey)"
icon_state = "tesh_beltcloak_bmg"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_lightgrey
name = "black belted cloak (light grey)"
icon_state = "tesh_beltcloak_blg"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_white
name = "black belted cloak (white)"
icon_state = "tesh_beltcloak_bw"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_red
name = "black belted cloak (red)"
icon_state = "tesh_beltcloak_br"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black
name = "black simple belted cloak"
icon_state = "tesh_beltcloak_bn"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_yellow
name = "black belted cloak (yellow)"
icon_state = "tesh_beltcloak_by"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_green
name = "black belted cloak (green)"
icon_state = "tesh_beltcloak_bgr"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_blue
name = "black belted cloak (blue)"
icon_state = "tesh_beltcloak_bbl"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_purple
name = "black belted cloak (purple)"
icon_state = "tesh_beltcloak_bp"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_pink
name = "black belted cloak (pink)"
icon_state = "tesh_beltcloak_bpi"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/black_brown
name = "black belted cloak (brown)"
icon_state = "tesh_beltcloak_bbr"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/orange_grey
name = "orange belted cloak"
icon_state = "tesh_beltcloak_og"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/rainbow
name = "rainbow belted cloak"
icon_state = "tesh_beltcloak_rainbow"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/lightgrey_grey
name = "light grey belted cloak"
icon_state = "tesh_beltcloak_lgg"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/white_grey
name = "white belted cloak"
icon_state = "tesh_beltcloak_wg"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/red_grey
name = "red belted cloak"
icon_state = "tesh_beltcloak_rg"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/orange
name = "orange simple belted cloak"
icon_state = "tesh_beltcloak_on"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/yellow_grey
name = "yellow belted cloak"
icon_state = "tesh_beltcloak_yg"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/green_grey
name = "green belted cloak"
icon_state = "tesh_beltcloak_gg"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/blue_grey
name = "blue belted cloak"
icon_state = "tesh_beltcloak_blug"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/purple_grey
name = "purple belted cloak"
icon_state = "tesh_beltcloak_pg"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/pink_grey
name = "pink belted cloak"
icon_state = "tesh_beltcloak_pig"
/obj/item/clothing/suit/hooded/teshari/beltcloak/standard/brown_grey
name = "brown belted cloak"
icon_state = "tesh_beltcloak_brg"
//Belted job cloaks
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/cargo
name = "cargo belted cloak"
desc = "A soft Teshari cloak made for the Cargo department"
icon_state = "tesh_beltcloak_car"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/mining
name = "mining belted cloak"
desc = "A soft Teshari cloak made for Mining"
icon_state = "tesh_beltcloak_mine"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/command
name = "command belted cloak"
desc = "A soft Teshari cloak made for the Command department"
icon_state = "tesh_beltcloak_comm"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/ce
name = "chief engineer belted cloak"
desc = "A soft Teshari cloak made the Chief Engineer"
icon_state = "tesh_beltcloak_ce"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/engineer
name = "engineering belted cloak"
desc = "A soft Teshari cloak made for the Engineering department"
icon_state = "tesh_beltcloak_engie"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/atmos
name = "atmospherics belted cloak"
desc = "A soft Teshari cloak made for the Atmospheric Technician"
icon_state = "tesh_beltcloak_atmos"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/cmo
name = "chief medical officer belted cloak"
desc = "A soft Teshari cloak made the Chief Medical Officer"
icon_state = "tesh_beltcloak_cmo"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/medical
name = "medical belted cloak"
desc = "A soft Teshari cloak made for the Medical department"
icon_state = "tesh_beltcloak_doc"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/chemistry
name = "chemist belted cloak"
desc = "A soft Teshari cloak made for the Chemist"
icon_state = "tesh_beltcloak_chem"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/viro
name = "virologist belted cloak"
desc = "A soft Teshari cloak made for the Virologist"
icon_state = "tesh_beltcloak_viro"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/para
name = "paramedic belted cloak"
desc = "A soft Teshari cloak made for the Paramedic"
icon_state = "tesh_beltcloak_para"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/sci
name = "scientist belted cloak"
desc = "A soft Teshari cloak made for the Science department"
icon_state = "tesh_beltcloak_sci"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/robo
name = "roboticist belted cloak"
desc = "A soft Teshari cloak made for the Roboticist"
icon_state = "tesh_beltcloak_robo"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/sec
name = "security belted cloak"
desc = "A soft Teshari cloak made for the Security department"
icon_state = "tesh_beltcloak_sec"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/qm
name = "quartermaster belted cloak"
desc = "A soft Teshari cloak made for the Quartermaster"
icon_state = "tesh_beltcloak_qm"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/service
name = "service belted cloak"
desc = "A soft Teshari cloak made for the Service department"
icon_state = "tesh_beltcloak_serv"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/iaa
name = "internal affairs belted cloak"
desc = "A soft Teshari cloak made for the Internal Affairs Agent"
icon_state = "tesh_beltcloak_iaa"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/wrdn
name = "warden belted cloak"
desc = "A soft Teshari cloak made for the Warden"
icon_state = "tesh_beltcloak_wrdn"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/hos
name = "security chief belted cloak"
desc = "A soft Teshari cloak made for the Head of Security"
icon_state = "tesh_beltcloak_hos"
/obj/item/clothing/suit/hooded/teshari/beltcloak/jobs/jani
name = "janitor belted cloak"
desc = "A soft Teshari cloak made for the Janitor"
icon_state = "tesh_beltcloak_jani"
@@ -0,0 +1,20 @@
/datum/crafting_recipe/hudsunsec
parts = list()
/datum/crafting_recipe/hudsunmed
parts = list()
/datum/crafting_recipe/diagnostic_sunglasses
parts = list()
/datum/crafting_recipe/secpatch
parts = list()
/datum/crafting_recipe/medpatch
parts = list()
/datum/crafting_recipe/diagpatch
parts = list()
/datum/crafting_recipe/mesonpatch
parts = list()
@@ -301,3 +301,49 @@
)
mix_message = "The lights flicker for a moment..."
mix_sound = 'sound/weapons/taser.ogg'
/datum/chemical_reaction/twinkjuice
name = "Twink Juice"
id = /datum/reagent/consumable/ethanol/twinkjuice
results = list(/datum/reagent/consumable/ethanol/twinkjuice = 6)
required_reagents = list(
/datum/reagent/consumable/ethanol/vodka = 3,
/datum/reagent/consumable/berryjuice = 2,
/datum/reagent/lube = 1
)
mix_message = "Oooo you like kissing booooys"
mix_sound = 'modular_splurt/sound/voice/waa.ogg'
/datum/chemical_reaction/midnight_tears
name = "Midnight Tears"
id = /datum/reagent/consumable/ethanol/midnight_tears
results = list(/datum/reagent/consumable/ethanol/midnight_tears = 20)
required_reagents = list(
/datum/reagent/consumable/ethanol/rum = 3,
/datum/reagent/consumable/ethanol/curacao = 5,
/datum/reagent/consumable/sugar = 1,
/datum/reagent/consumable/sodawater = 15
)
/datum/chemical_reaction/midnight_sky
name = "Midnight Sky"
id = /datum/reagent/consumable/ethanol/midnight_sky
results = list(/datum/reagent/consumable/ethanol/midnight_sky = 25)
required_reagents = list(
/datum/reagent/consumable/ethanol/navy_rum = 3,
/datum/reagent/consumable/ethanol/curacao = 2,
/datum/reagent/consumable/sugar = 2,
/datum/reagent/consumable/space_cola = 15,
/datum/reagent/consumable/ice = 2
)
/datum/chemical_reaction/midnight_joy
name = "Midnight Joy"
id = /datum/reagent/consumable/ethanol/midnight_joy
results = list(/datum/reagent/consumable/ethanol/midnight_joy = 25)
required_reagents = list(
/datum/reagent/consumable/ethanol/rum = 3,
/datum/reagent/consumable/pineapplejuice = 5,
/datum/reagent/consumable/sugar = 1,
/datum/reagent/consumable/sodawater = 15
)
@@ -0,0 +1,45 @@
/obj/effect/mob_spawn/human/ghostcafeVR/special(mob/living/carbon/human/new_spawn)
if(new_spawn.client)
new_spawn.client.prefs.copy_to(new_spawn)
var/datum/outfit/O = new /datum/outfit/ghostcafeVR()
O.equip(new_spawn, FALSE, new_spawn.client)
SSjob.equip_loadout(null, new_spawn)
SSjob.post_equip_loadout(null, new_spawn)
SSquirks.AssignQuirks(new_spawn, new_spawn.client, TRUE, TRUE, null, FALSE, new_spawn)
ADD_TRAIT(new_spawn, TRAIT_SIXTHSENSE, GHOSTROLE_TRAIT)
ADD_TRAIT(new_spawn, TRAIT_EXEMPT_HEALTH_EVENTS, GHOSTROLE_TRAIT)
ADD_TRAIT(new_spawn, TRAIT_NO_MIDROUND_ANTAG, GHOSTROLE_TRAIT) //The mob can't be made into a random antag, they are still eligible for ghost roles popups.
/datum/outfit/ghostcafeVR
name = "ID, jumpsuit and shoes"
uniform = /obj/item/clothing/under/color/random
shoes = /obj/item/clothing/shoes/sneakers/black
/datum/outfit/ghostcafeVR/pre_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
..()
if (isplasmaman(H))
head = /obj/item/clothing/head/helmet/space/plasmaman
uniform = /obj/item/clothing/under/plasmaman
l_hand= /obj/item/tank/internals/plasmaman/belt/full
mask = /obj/item/clothing/mask/breath
return
/datum/outfit/ghostcafeVR/post_equip(mob/living/carbon/human/H, visualsOnly = FALSE, client/preference_source)
H.internal = H.get_item_for_held_index(1)
H.update_internals_hud_icon(1)
/obj/effect/mob_spawn/human/ghostcafeVR
name = "Ghost Cafe VR Sleeper"
uses = -1
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper"
mob_name = "a ghost cafe VR visitor"
roundstart = FALSE
anchored = TRUE
density = FALSE
death = FALSE
assignedrole = "Ghost Cafe VR Visitor"
short_desc = "You are a Ghost Cafe VR Visitor!"
flavour_text = "You know one thing for sure. You arent actually alive. Are you in a simulation?"
skip_reentry_check = TRUE
banType = ROLE_GHOSTCAFE
@@ -2,6 +2,18 @@
/obj/effect/holodeck_effect/mobspawner/funclaw
mobtype = /mob/living/simple_animal/hostile/deathclaw/funclaw/gentle
/obj/effect/holodeck_effect/mobspawner/alphaclaw
mobtype = /mob/living/simple_animal/hostile/deathclaw/funclaw/gentle/newclaw/alphaclaw
/obj/effect/holodeck_effect/mobspawner/newclaw
mobtype = /mob/living/simple_animal/hostile/deathclaw/funclaw/gentle/newclaw
/obj/effect/holodeck_effect/mobspawner/femclaw
mobtype = /mob/living/simple_animal/hostile/deathclaw/funclaw/femclaw
/obj/effect/holodeck_effect/mobspawner/bigmommyclaw
mobtype = /mob/living/simple_animal/hostile/deathclaw/funclaw/femclaw/mommyclaw
// Holodeck mob: Friendly Bee
/obj/effect/holodeck_effect/mobspawner/bumbles
mobtype = /mob/living/simple_animal/pet/bumbles
@@ -0,0 +1,4 @@
/datum/language_holder/synthetic/New()
. = ..()
understood_languages += list(/datum/language/schechi = list(LANGUAGE_ATOM))
spoken_languages += list(/datum/language/schechi = list(LANGUAGE_ATOM))
@@ -0,0 +1,17 @@
/// Takes in a type path, locates an instance of that type in the cached map, and calculates its offset from the origin of the map, returns this offset in the form list(x, y).
/datum/map_template/proc/discover_offset(obj/marker)
var/key
var/list/models = cached_map.grid_models
for(key in models)
if(findtext(models[key], "[marker]")) // Yay compile time checks
break // This works by assuming there will ever only be one mobile dock in a template at most
for(var/datum/grid_set/gset as anything in cached_map.gridSets)
var/ycrd = gset.ycrd
for(var/line in gset.gridLines)
var/xcrd = gset.xcrd
for(var/j in 1 to length(line) step cached_map.key_len)
if(key == copytext(line, j, j + cached_map.key_len))
return list(xcrd, ycrd)
++xcrd
--ycrd
@@ -0,0 +1,132 @@
# Modular Map Loader
## Concept
Modular map loading is a system to allow maps to be generated with random variants by selecting from a set of pre-made modules. The system is designed to be as simple as possible for mappers to use, with a minimum of interaction with the code required.
## Implementation
### /obj/modular_map_root
This root object handled picking and loading in map modules. It has two variables, and one proc.
* `var/config_file` - A string, points to a TOML configuration file, which is used to hold the information necessary to pull the correct map files and place them on the correct roots. This will be the same for all roots on a map.
* `var/key` - A string, used to pull a list of `.dmm` files from the configuration file.
* `load_map()` - Called asynchronously in the root's `Initialize()`. This proc creates a new instance of `/datum/map_template/map_module`, ingests the configuration file `config_file` points to, and picks a `.dmm` file path which maps to the root's `key`, by picking a random filename from among those which `key` maps to, and appending it to a folder path. This file path is passed into the map templace instance's `load()`, and the template takes over.
INITIALIZE_IMMEDIATE is used to ensure the ruins are loaded at the right time to avoid runtime errors related to lighting.
### /datum/map_template/map_module
This map templace subtype is responsible for loading in the module, it has two variables and two relevant procs.
* `var/x_offset` and `var/y_offset` - Integers, used to store the offsets used to correctly align the module when it is loaded.
* `load()` - Extends the functionality of the general map template's `load()` to allow a map to be specified at runtime. This means `preload_size()` must be called again here as the template's map file has been changed. The origin turf for the map to be loaded from is set using the offsets, and the map is loaded as per the parent.
* `preload_size()` - Extends the functionality of the general map template's `preload_size()` to run the `discover_offset` proc, calculating the offset of `/obj/modular_map_connector` and setting the offset variables accordingly.
### /obj/modular_map_connector
This object is used only to determine the offsets to be used on loading, and has no other functionality.
### TOML configuration
This TOML file is used to map between a list of `.dmm` files and a string key. The file consists of two parts. The first is a line
```
directory = "_maps/etc/"
```
which points at a folder containing the `.dmm` files of the modules used in the map. The second is a series of tables
```
[rooms.example]
modules = ["example_1.dmm", "example_2.dmm"]
```
which contains the mapping between the key `"example"` and the list of filenames `["example_1.dmm", "example_2.dmm"]`.
### /datum/unit_test/modular_map_loader
This is the unit test for modular map loading. It performs two checks on every subtype of `/obj/modular_map_root`. First it checks if the file `config_file` points at, and if it does not the test is failed because the file does not exist. If it does exist, it then attempts to read the file, if this is null it means the fild is not valid TOML, and the test is failed because the TOML file is invalid.
## How-To
This section will cover the basics of how to use map modules as a mapper. If you want a concrete example to look at, the space ruin `_maps/RandomRuins/SpaceRuins/DJstation.dmm` and its associated code, configuration and modules employ all the techniques covered in this tutorial.
### The Main Map
First we need to create a map, as we usually would. Let's say we want to create a new space ruin `foobar.dmm`, and we put it in the appropriate folder as usual, `_maps/RandomRuins/SpaceRuins/foobar.dmm`. We now need to create three more things.
* `code/modules/ruins/spaceruin_code/foobar.dm` - A code file like would be used to store any code specific to this map.
* `strings/modular_maps/foobar.toml`- A configuration file, this will be looked at in more detail later.
* `_maps/RandomRuins/SpaceRuins/foobar/` - A new subfolder, which is where we will put the `.dmm` files for the modules.
In `code/modules/ruins/spaceruin_code/foobar.dm` we need to add a small piece of code to define a new modular map root type for our map, which should look like this
```
/obj/modular_map_root/foobar
config_file = "strings/modular_maps/foobar.toml"
```
This means when we place root objects `/obj/modular_map_root` in our new map, we use this subtype that points to the correct configuration file.
When creating our main map, we place one of these roots in the location we want to generate a module at. Typically this would be placed at a natural landmark, such as a doorway. We then edit the varaibles of the placed root object, and set the `key` var to some string, let's use `key = vault`. Make the rest of the map, ensuring that every root you want to use a unique set of modules has a unique `key`.
### Module Maps
Now we need to make the modules to be placed on our roots. These will be saved in the folder we created earlier, `_maps/RandomRuins/SpaceRuins/foobar/`. Modules do not have to be the same size, so long as all modules will fit properly on the root without running into other parts of the map.
When making a module, you need to include a connector object `/obj/modular_map_connector`. When the module is loaded, it will be offset so this connector is placed on top of the root on the main map.
We will be making the first variant of our vault module, so we save this as `vault_1.dmm`, following the format `[key]_[number].dmm`. Keep doing this until all your modules have been made.
If you wish, you can also place another root on a module, if for some reason that module's position is dependent on the current one. IF you do this, make sure you've placed a root with the same key on every variant of the current module (unless you only want it to appear on certain varaints of this one.)
### Configuration
Now we go back to our configuration file `strings/modular_maps/foobar.toml`. Say we ended up using three different sets of modules in our map, `vault`, `airlock` and `bathroom`, each of which have two variants. We want our `.toml` file to look like this
```
directory = "_maps/RandomRuins/SpaceRuins/foobar/"
[rooms.vault]
modules = ["vault_1.dmm", "vault_2.dmm"]
[rooms.airlock]
modules = ["airlock_1.dmm", "airlock_2.dmm"]
[rooms.bathroom]
modules = ["bathroom_1.dmm", "bathroom_2.dmm"]
```
Let's break down what is happening here.
`directory = "_maps/RandomRuins/SpaceRuins/foobar/"` points to the folder where our modules are stored.
`[rooms.vault]` identifies the following line as being the modules for a root with `key = vault`.
`modules = ["vault_1.dmm", "vault_2.dmm"]` specifies which map files within the folder are to be associated with this key.
Once this configuration is done, the map should be fully functional. Compile and run, place your map somewhere, and continue doing this until you have satisfied yourself that everything looks how you expected it to. Remember to do everything else you need to do when adding any new ruin, or whatever kind of map you made.
### Common Mistakes
> My map has modules that didn't load!
Check your configuration is correct. Do the filenames given for the problem root match the names of the map files? Is the key specified in the configuration file the same as the one on the root in the map?
> A module is loading in the wrong location!
Check the positioning of the connector is correct, and that only one is placed on the module.
> My ruin is spawning too close to or overlapping with something!
Make sure your main map is large enough to fully contain the most expansive variation that can possibly be chosen.
> Parts of my map are overlapping with each other!
Make sure modules placed adjacent or close to each other have no combination of variants which can overlap with each other, this may take some trial and error in complicated cases.
> My map still isn't working and I don't know what's wrong!
Ping @Maintainer in our coding channels if you need any help or find any problems
@@ -0,0 +1,77 @@
/obj/modular_map_root
invisibility = INVISIBILITY_ABSTRACT
icon = 'icons/obj/device.dmi'
icon_state = "pinonclose"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = TRUE
/// Points to a .toml file storing configuration data about the modules associated with this root
var/config_file = null
/// Key used to look up the appropriate map paths in the associated .toml file
var/key = null
INITIALIZE_IMMEDIATE(/obj/modular_map_root)
/obj/modular_map_root/Initialize(mapload)
. = ..()
INVOKE_ASYNC(src, .proc/load_map)
/// Randonly selects a map file from the TOML config specified in config_file, loads it, then deletes itself.
/obj/modular_map_root/proc/load_map()
var/turf/spawn_area = get_turf(src)
var/datum/map_template/map_module/map = new()
if(!config_file)
return
if(!key)
return
var/config = rustg_read_toml_file(config_file)
var/mapfile = config["directory"] + pick(config["rooms"][key]["modules"])
map.load(spawn_area, FALSE, mapfile = mapfile)
qdel(src, force=TRUE)
/datum/map_template/map_module
name = "Base Map Module Template"
var/x_offset = 0
var/y_offset = 0
/datum/map_template/map_module/load(turf/T, centered = FALSE, orientation = SOUTH, annihilate = default_annihilate, force_cache = FALSE, rotate_placement_to_orientation = FALSE, mapfile = null)
if(!mapfile)
return
mappath = mapfile
preload_size(mappath) // We need to run this here as the map path has been null until now
T = locate(T.x - x_offset, T.y - y_offset, T.z)
. = ..()
/datum/map_template/map_module/preload_size(path, cache)
. = ..(path, TRUE) // Done this way because we still want to know if someone actualy wanted to cache the map
if(!cached_map)
return
var/list/offset = discover_offset(/obj/modular_map_connector)
x_offset = offset[1] - 1
y_offset = offset[2] - 1
if(!cache)
cached_map = null
/obj/modular_map_connector
invisibility = INVISIBILITY_ABSTRACT
icon = 'icons/obj/device.dmi'
icon_state = "pinonclose"
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
anchored = TRUE
@@ -7,7 +7,7 @@
/datum/sprite_accessory/ears/mam_ears/gret
name = "Gret"
icon_state = "gret"
color_src = SKINTONE
color_src = MUTCOLORS
icon = 'modular_splurt/icons/mob/mam_ears.dmi'
/datum/sprite_accessory/ears/mam_ears/goathorns
@@ -170,3 +170,211 @@
name = "Phoebe"
icon = 'modular_splurt/icons/mob/hair.dmi'
icon_state = "hair_phoebe"
/datum/sprite_accessory/hair/teshari
name = "Teshari Default"
icon_state = "teshari_default"
icon = 'modular_splurt/icons/mob/hair.dmi'
/datum/sprite_accessory/hair/teshari/altdefault
name = "Teshari Alt. Default"
icon_state = "teshari_ears"
/datum/sprite_accessory/hair/teshari/tight
name = "Teshari Tight"
icon_state = "teshari_tight"
/datum/sprite_accessory/hair/teshari/excited
name = "Teshari Spiky"
icon_state = "teshari_spiky"
/datum/sprite_accessory/hair/teshari/spike
name = "Teshari Spike"
icon_state = "teshari_spike"
/datum/sprite_accessory/hair/teshari/long
name = "Teshari Overgrown"
icon_state = "teshari_long"
/datum/sprite_accessory/hair/teshari/burst
name = "Teshari Starburst"
icon_state = "teshari_burst"
/datum/sprite_accessory/hair/teshari/shortburst
name = "Teshari Short Starburst"
icon_state = "teshari_burst_short"
/datum/sprite_accessory/hair/teshari/mohawk
name = "Teshari Mohawk"
icon_state = "teshari_mohawk"
/datum/sprite_accessory/hair/teshari/pointy
name = "Teshari Pointy"
icon_state = "teshari_pointy"
/datum/sprite_accessory/hair/teshari/upright
name = "Teshari Upright"
icon_state = "teshari_upright"
/datum/sprite_accessory/hair/teshari/mane
name = "Teshari Mane"
icon_state = "teshari_mane"
/datum/sprite_accessory/hair/teshari/droopy
name = "Teshari Droopy"
icon_state = "teshari_droopy"
/datum/sprite_accessory/hair/teshari/mushroom
name = "Teshari Mushroom"
icon_state = "teshari_mushroom"
/datum/sprite_accessory/hair/teshari/twies
name = "Teshari Twies"
icon_state = "teshari_twies"
/datum/sprite_accessory/hair/teshari/backstrafe
name = "Teshari Backstrafe"
icon_state = "teshari_backstrafe"
/datum/sprite_accessory/hair/teshari/_longway
name = "Teshari Long way"
icon_state = "teshari_longway"
/datum/sprite_accessory/hair/teshari/tree
name = "Teshari Tree"
icon_state = "teshari_tree"
/datum/sprite_accessory/hair/teshari/fluffymohawk
name = "Teshari Fluffy Mohawk"
icon_state = "teshari_fluffymohawk"
//Teshari face things
/datum/sprite_accessory/facial_hair/teshari
name = "Teshari Beard"
icon_state = "teshari_chin"
gender = NEUTER
icon = 'modular_splurt/icons/mob/hair.dmi'
/datum/sprite_accessory/facial_hair/teshari/scraggly
name = "Teshari Scraggly"
icon_state = "teshari_scraggly"
/datum/sprite_accessory/facial_hair/teshari/chops
name = "Teshari Chops"
icon_state = "teshari_gap"
/datum/sprite_accessory/ears/mam_ears/teshari
name = "Teshari (COLORABLE)"
icon_state = "teshari"
color_src = MUTCOLORS2
icon = 'modular_splurt/icons/mob/ears.dmi'
/datum/sprite_accessory/ears/mam_ears/tesharihigh
name = "Teshari upper ears (COLORABLE)"
icon_state = "tesharihigh"
color_src = MUTCOLORS
icon = 'modular_splurt/icons/mob/ears.dmi'
/datum/sprite_accessory/ears/mam_ears/tesharilow
name = "Teshari lower ears (COLORABLE)"
icon_state = "tesharilow"
color_src = MUTCOLORS
icon = 'modular_splurt/icons/mob/ears.dmi'
/datum/sprite_accessory/tails/mam_tails/teshari
icon = 'modular_splurt/icons/mob/tail.dmi'
recommended_species = list("teshari")
color_src = MATRIXED
/datum/sprite_accessory/tails/mam_tails/teshari/tesharitailhc
name = "teshari tail, colorable"
icon_state = "tesharicolorable"
matrixed_sections = MATRIX_RED
/datum/sprite_accessory/tails/mam_tails/teshari/tesharitailfeatheredhc
name = "teshari tail w/ feathers, colorable"
icon_state = "tesharifeatherscolorable"
matrixed_sections = MATRIX_RED
/datum/sprite_accessory/mam_body_markings/tesh_feathers
name = "Teshari Feathers"
icon = 'modular_splurt/icons/mob/mam_markings.dmi'
icon_state = "tesh_feathers"
covered_limbs = list("Left Foot" = MATRIX_GREEN, "Right Foot" = MATRIX_GREEN, "Left Hand" = MATRIX_GREEN, "Right Hand" = MATRIX_GREEN)
recommended_species = list("teshari")
/datum/sprite_accessory/mam_body_markings/teshi_small_feathers
name = "Teshari small wingfeathers"
icon = 'modular_splurt/icons/mob/mam_markings.dmi'
icon_state = "tesh_sf"
covered_limbs = list("Left Foot" = MATRIX_GREEN, "Right Foot" = MATRIX_GREEN, "Left Hand" = MATRIX_GREEN, "Right Hand" = MATRIX_GREEN, "Chest" = MATRIX_GREEN)
recommended_species = list("teshari")
/datum/sprite_accessory/mam_body_markings/tesh_skull
name = "Teshari Skull Face"
icon = 'modular_splurt/icons/mob/mam_markings.dmi'
icon_state = "tesh_skull"
covered_limbs = list("Head" = MATRIX_GREEN)
recommended_species = list("teshari")
/datum/sprite_accessory/mam_body_markings/vr_teshari_large_eyes
name = "Teshari large eyes"
icon = 'modular_splurt/icons/mob/mam_markings.dmi'
icon_state = "teshlarge_eyes"
covered_limbs = list("Head" = MATRIX_GREEN)
recommended_species = list("teshari")
/datum/sprite_accessory/mam_body_markings/vr_teshari_coat
name = "Teshari coat"
icon = 'modular_splurt/icons/mob/mam_markings.dmi'
icon_state = "tesh_coat"
covered_limbs = list("Left Leg" = MATRIX_GREEN, "Right Leg" = MATRIX_GREEN, "Left Arm" = MATRIX_GREEN, "Right Arm" = MATRIX_GREEN, "Chest" = MATRIX_GREEN, "Head" = MATRIX_GREEN)
recommended_species = list("teshari")
/datum/sprite_accessory/mam_body_markings/vr_teshari_pattern_male
name = "Teshari male pattern"
icon = 'modular_splurt/icons/mob/mam_markings.dmi'
icon_state = "tesh_pattern_male"
covered_limbs = list("Left Leg" = MATRIX_GREEN, "Right Leg" = MATRIX_GREEN, "Left Arm" = MATRIX_GREEN, "Right Arm" = MATRIX_GREEN, "Left Hand" = MATRIX_GREEN, "Right Hand" = MATRIX_GREEN, "Chest" = MATRIX_GREEN, "Head" = MATRIX_GREEN)
recommended_species = list("teshari")
/datum/sprite_accessory/mam_body_markings/vr_teshari_pattern_female
name = "Teshari female pattern"
icon = 'modular_splurt/icons/mob/mam_markings.dmi'
icon_state = "tesh_pattern_fem"
covered_limbs = list("Left Leg" = MATRIX_GREEN, "Right Leg" = MATRIX_GREEN, "Left Hand" = MATRIX_GREEN, "Right Hand" = MATRIX_GREEN, "Chest" = MATRIX_GREEN, "Groin" = MATRIX_GREEN, "Head" = MATRIX_GREEN)
recommended_species = list("teshari")
/datum/sprite_accessory/mam_body_markings/vr_tesh_beak
name = "Teshari beak, pointed"
icon = 'modular_splurt/icons/mob/mam_markings.dmi'
icon_state = "tesh_beak"
covered_limbs = list("Head" = MATRIX_GREEN)
recommended_species = list("teshari")
/datum/sprite_accessory/mam_body_markings/vr_tesh_beak_alt
name = "Teshari beak, rounded"
icon = 'modular_splurt/icons/mob/mam_markings.dmi'
icon_state = "tesh_beak_alt"
covered_limbs = list("Head" = MATRIX_GREEN)
recommended_species = list("teshari")
@@ -20,6 +20,12 @@
/mob/living/carbon/human/species/mammal/shadekin
race = /datum/species/mammal/shadekin
/mob/living/carbon/human/species/mammal/teshari
race = /datum/species/mammal/teshari
/mob/living/carbon/human/species/mammal/vox
race = /datum/species/vox
/mob/living/carbon/human/is_literate()
// Check for D4C craving
if(HAS_TRAIT(src, TRAIT_DUMB_CUM_CRAVE))
@@ -1,3 +1,19 @@
/datum/species
var/icon_accessories
var/icon_back
var/icon_belt
var/icon_ears
var/icon_eyes
var/icon_feet
var/icon_feet64
var/icon_hands
var/icon_head
var/icon_mask
var/icon_neck
var/icon_suit
var/icon_uniform
/datum/species/althelp(mob/living/carbon/human/user, mob/living/carbon/human/target, datum/martial_art/attacker_style)
if(user == target && istype(user))
if(HAS_TRAIT(user, TRAIT_FLOORED))
@@ -28,7 +28,7 @@
var/nutrition_threshold = NUTRITION_LEVEL_FED
if (H.nutrition >= nutrition_threshold)
to_chat(H, "<i>You begin spinning some web...</i>")
if(!do_after(H, 10 SECONDS, 1, T))
if(!do_after(H, 10 SECONDS, T))
to_chat(H, span_warning("Your web spinning was interrupted!"))
return
H.adjust_nutrition(-spinner_rate)
@@ -86,7 +86,7 @@
to_chat(H, span_warning("[L] resists your attempts to wrap [L.p_them()]!"))
return
H.visible_message(span_danger("[H] starts to wrap [A] into a cocoon!"),span_warning("You start to wrap [A] into a cocoon."))
if(!do_after(H, 10 SECONDS, 1, A))
if(!do_after(H, 10 SECONDS, A))
to_chat(H, span_warning("Your web spinning was interrupted!"))
return
H.adjust_nutrition(spinner_rate * -3)
@@ -0,0 +1,193 @@
#define TESHARI_TEMP_OFFSET -30 // K, added to comfort/damage limit etc
#define TESHARI_BURNMOD 1.25 // They take more damage from practically everything
#define TESHARI_BRUTEMOD 1.2
#define TESHARI_HEATMOD 1.3
#define TESHARI_COLDMOD 0.67 // Except cold.
/datum/species/mammal/teshari
name = "Teshari"
id = SPECIES_TESHARI
say_mod = "mars"
eye_type = "teshari"
mutant_bodyparts = list("mcolor" = "FFFFFF", "mcolor2" = "FFFFFF", "mcolor3" = "FFFFFF", "mam_tail" = "teshari tail, colorable", "mam_ears" = "None", "mam_body_markings" = list())
allowed_limb_ids = null
override_bp_icon = 'modular_splurt/icons/mob/teshari.dmi'
damage_overlay_type = "teshari"
species_language_holder = /datum/language_holder/teshari
exotic_blood_color = "#D514F7"
disliked_food = GROSS | GRAIN
liked_food = MEAT
payday_modifier = 0.75
attack_verb = "claw"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
ass_image = 'icons/ass/asslizard.png'
species_traits = list(MUTCOLORS,
EYECOLOR,
NO_UNDERWEAR,
HAIR,
FACEHAIR,
MARKINGS
)
coldmod = TESHARI_COLDMOD
heatmod = TESHARI_HEATMOD
brutemod = TESHARI_BRUTEMOD
burnmod = TESHARI_BURNMOD
/datum/species/mammal/teshari/on_species_gain(mob/living/carbon/human/C, datum/species/old_species, pref_load)
if(ishuman(C))
C.verbs += /mob/living/carbon/human/proc/sonar_ping
C.verbs += /mob/living/carbon/human/proc/hide
C.setMaxHealth(50)
C.physiology.hunger_mod *= 2
C.add_movespeed_modifier(/datum/movespeed_modifier/teshari)
/datum/movespeed_modifier/teshari
multiplicative_slowdown = -0.2
/datum/emote/sound/teshari
mob_type_allowed_typecache = list(/mob/living/carbon/human)
emote_type = EMOTE_AUDIBLE
/datum/language_holder/teshari
understood_languages = list(/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/schechi = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/schechi = list(LANGUAGE_ATOM))
/datum/language/schechi
/datum/emote/living/audio/teshari/teshsqueak
key = "surprised"
key_third_person = "surprised"
message = "chirps in surprise!"
message_mime = "lets out an <b>inaudible</b> chirp!"
emote_sound = 'modular_splurt/sound/voice/teshsqueak.ogg' // Copyright CC BY 3.0 InspectorJ (freesound.org) for the source audio.
emote_cooldown = 2.1 SECONDS
/datum/emote/living/audio/teshari/teshsqueak/run_emote(mob/user, params)
var/datum/dna/D = user.has_dna()
if(D.species.name != "Teshari")
return
// Return normally
. = ..()
/datum/emote/living/audio/teshari/teshchirp
key = "tchirp"
key_third_person = "tchirp"
message = "chirps!"
message_mime = "lets out an <b>inaudible</b> chirp!"
emote_sound = 'modular_splurt/sound/voice/teshchirp.ogg' // Copyright CC BY 3.0 InspectorJ (freesound.org) for the source audio.
emote_cooldown = 2.1 SECONDS
/datum/emote/living/audio/teshari/teshchirp/run_emote(mob/user, params)
var/datum/dna/D = user.has_dna()
if(D.species.name != "Teshari")
return
// Return normally
. = ..()
/datum/emote/living/audio/teshari/trill
key = "trill"
key_third_person = "trill"
message = "trills!"
message_mime = "lets out an <b>inaudible</b> chirp!"
emote_sound = 'modular_splurt/sound/voice/teshtrill.ogg' // Copyright CC BY 3.0 InspectorJ (freesound.org) for the source audio.
emote_cooldown = 2.1 SECONDS
/datum/emote/living/audio/teshari/trill/run_emote(mob/user, params)
var/datum/dna/D = user.has_dna()
if(D.species.name != "Teshari")
return
// Return normally
. = ..()
/datum/emote/living/audio/teshari/teshscream
key = "teshscream"
key_third_person = "teshscream"
message = "screams!"
message_mime = "lets out an <b>inaudible</b> screams!"
emote_sound = 'modular_splurt/sound/voice/teshscream.ogg' // Copyright CC BY 3.0 InspectorJ (freesound.org) for the source audio.
emote_cooldown = 2.1 SECONDS
/datum/emote/living/audio/teshari/teshscream/run_emote(mob/user, params)
var/datum/dna/D = user.has_dna()
if(D.species.name != "Teshari")
return
// Return normally
. = ..()
/mob/living/carbon/human
var/next_sonar_ping = 0
var/hiding = 0
/mob/living/carbon/human/proc/hide()
set name = "Hide"
set desc = "Allows to hide beneath tables or certain items. Toggled on or off."
set category = "Abilities"
if(stat == DEAD || restrained() || buckled|| has_buckled_mobs()) //VORE EDIT: Check for has_buckled_mobs() (taur riding)
return
if(hiding)
plane = initial(plane)
layer = initial(layer)
to_chat(usr, "<span class='notice'>You have stopped hiding.</span>")
hiding = 0
else
hiding = 1
layer = BELOW_OBJ_LAYER //Just above cables with their 2.44
plane = GAME_PLANE
to_chat(src,"<span class='notice'>You are now hiding.</span>")
/mob/living/carbon/human/proc/sonar_ping()
set name = "Listen In"
set desc = "Allows you to listen in to movement and noises around you."
set category = "Abilities"
if(incapacitated())
to_chat(src, "<span class='warning'>You need to recover before you can use this ability.</span>")
return
if(world.time < next_sonar_ping)
to_chat(src, "<span class='warning'>You need another moment to focus.</span>")
return
var/obj/item/organ/ears/ears = getorganslot(ORGAN_SLOT_EARS)
if(ears.deaf > 0)
to_chat(src, "<span class='warning'>You are for all intents and purposes currently deaf!</span>")
return
next_sonar_ping += 10 SECONDS
var/heard_something = FALSE
to_chat(src, "<span class='notice'>You take a moment to listen in to your environment...</span>")
for(var/mob/living/L in range(client.view, src))
var/turf/T = get_turf(L)
if(!T || L == src || L.stat == DEAD)
continue
heard_something = TRUE
var/feedback = list()
feedback += "<span class='notice'>There are noises of movement "
var/direction = get_dir(src, L)
if(direction)
feedback += "towards the [dir2text(direction)], "
switch(get_dist(src, L) / 7)
if(0 to 0.2)
feedback += "very close by."
if(0.2 to 0.4)
feedback += "close by."
if(0.4 to 0.6)
feedback += "some distance away."
if(0.6 to 0.8)
feedback += "further away."
else
feedback += "far away."
else // No need to check distance if they're standing right on-top of us
feedback += "right on top of you."
feedback += "</span>"
to_chat(src,jointext(feedback,null))
if(!heard_something)
to_chat(src, "<span class='notice'>You hear no movement but your own.</span>")
@@ -0,0 +1,76 @@
/datum/species/vox
name = "Vox"
id = SPECIES_VOX
override_bp_icon = 'modular_splurt/icons/mob/vox.dmi'
species_language_holder = /datum/language_holder/vox
breathid = "tox"
mutantlungs = /obj/item/organ/lungs/vox
species_traits = list(MUTCOLORS,
EYECOLOR,
NO_UNDERWEAR,
HAIR,
FACEHAIR,
MARKINGS
)
exotic_blood_color = "#9066BD"
//flesh_color = "#808D11"
attack_verb = "claw"
attack_sound = 'sound/weapons/slash.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
say_mod = "shrieks"
eye_type = "vox"
mutant_bodyparts = list("mcolor" = "FFFFFF", "mcolor2" = "FFFFFF", "mcolor3" = "FFFFFF", "mam_tail" = "teshari tail, colorable", "mam_ears" = "None", "mam_body_markings" = list())
allowed_limb_ids = null
damage_overlay_type = "vox"
/datum/species/vox/before_equip_job(datum/job/J, mob/living/carbon/human/H, visualsOnly = FALSE)
var/datum/outfit/vox/O = new /datum/outfit/vox
H.equipOutfit(O, visualsOnly)
H.internal = H.get_item_for_held_index(2)
H.update_internals_hud_icon(1)
return 0
/datum/species/vox/on_species_gain(mob/living/carbon/human/C, datum/species/old_species, pref_load)
if(ishuman(C))
C.add_movespeed_modifier(/datum/movespeed_modifier/vox)
..()
/datum/movespeed_modifier/vox
multiplicative_slowdown = -0.2
/datum/language_holder/vox
understood_languages = list(/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/schechi = list(LANGUAGE_ATOM))
spoken_languages = list(/datum/language/common = list(LANGUAGE_ATOM),
/datum/language/schechi = list(LANGUAGE_ATOM))
/datum/language/vox
/datum/emote/sound/vox
mob_type_allowed_typecache = list(/mob/living/carbon/human)
emote_type = EMOTE_AUDIBLE
/datum/emote/living/audio/vox/shriek
key = "shriek"
key_third_person = "shrieks"
message = "shrieks!"
message_mime = "lets out an <b>inaudible</b> shriek!"
emote_sound = 'modular_splurt/sound/voice/shriek1.ogg' // Copyright CC BY 3.0 InspectorJ (freesound.org) for the source audio.
emote_cooldown = 2.1 SECONDS
/datum/emote/living/audio/vox/shriek/run_emote(mob/user, params)
var/datum/dna/D = user.has_dna()
if(D.species.name != "Vox")
return
// Return normally
. = ..()
@@ -0,0 +1,281 @@
// Xenochimera thing mostly
#define REVIVING_NOW -1
#define REVIVING_DONE 0
#define REVIVING_READY 1
/datum/species/mammal/xenochimera
name = "Xenochimera"
id = SPECIES_XENOCHIMERA
mutant_bodyparts = list("mcolor" = "FFFFFF", "mcolor2" = "FFFFFF", "mcolor3" = "FFFFFF", "mam_snouts" = "None", "mam_tail" = "None", "mam_ears" = "None", "deco_wings" = "None",
"taur" = "None", "horns" = "None", "legs" = "Plantigrade", "meat_type" = "Mammalian")
species_traits = list(MUTCOLORS,EYECOLOR,HAIR,FACEHAIR,LIPS,WINGCOLOR,HAS_FLESH,HAS_BONE)
mutanteyes = /obj/item/organ/eyes/night_vision
brutemod = 0.8 //About as tanky to brute as a Unathi. They'll probably snap and go feral when hurt though.
burnmod = 1.15 //As vulnerable to burn as a Tajara.
/datum/species/mammal/xenochimera/on_species_gain(mob/living/carbon/human/C, datum/species/old_species, pref_load)
if(ishuman(C))
C.verbs += /mob/living/carbon/human/proc/reconstitute_form
C.verbs += /mob/living/carbon/human/proc/sonar_ping
C.verbs += /mob/living/carbon/human/proc/tie_hair
C.add_movespeed_modifier(/datum/movespeed_modifier/xenochimera)
/datum/species/mammal/xenochimera/spec_life(mob/living/carbon/human/H)
//If they're KO'd/dead, or reviving, they're probably not thinking a lot about much of anything.
//if(!H.stat || !(H.revive_ready == REVIVING_NOW || H.revive_ready == REVIVING_DONE))
// handle_feralness(H)
//While regenerating
if(H.revive_ready == REVIVING_NOW || H.revive_ready == REVIVING_DONE)
H.Paralyze(1000)
var/regen_sounds = list(
'modular_splurt/sound/effects/regen_1.ogg',
'modular_splurt/sound/effects/regen_2.ogg',
'modular_splurt/sound/effects/regen_4.ogg',
'modular_splurt/sound/effects/regen_3.ogg',
'modular_splurt/sound/effects/regen_5.ogg'
)
if(prob(2)) // 2% chance of playing squelchy noise while reviving, which is run roughly every 2 seconds/tick while regenerating.
playsound(H, pick(regen_sounds), 30)
H.visible_message("<span class='danger'><p><font size=4>[H.name]'s motionless form shudders grotesquely, rippling unnaturally.</font></p></span>")
//Cold/pressure effects when not regenerating
else
var/datum/gas_mixture/environment = H.loc.return_air()
var/pressure2 = environment.return_pressure()
var/adjusted_pressure2 = H.calculate_affecting_pressure(pressure2)
//Very low pressure damage
if(adjusted_pressure2 <= 20)
H.take_overall_damage(LOW_PRESSURE_DAMAGE, 0)
//Cold hurts and gives them pain messages, eventually weakening and paralysing, but doesn't damage or trigger feral.
//NB: 'body_temperature' used here is the 'setpoint' species var
var/body_temperature = 310.15
var/temp_diff = body_temperature - H.bodytemperature
if(temp_diff >= 50)
H.eye_blurry = max(5,H.eye_blurry)
/datum/movespeed_modifier/xenochimera
multiplicative_slowdown = -0.1
/mob/living/carbon/human/proc/reconstitute_form() //Scree's race ability.in exchange for: No cloning.
set name = "Reconstitute Form"
set category = "Abilities"
// Sanity is mostly handled in chimera_regenerate()
if(stat == DEAD)
var/confirm = tgui_alert(usr, "Are you sure you want to regenerate your corpse? This process can take up to thirty minutes.", "Confirm Regeneration", list("Yes", "No"))
if(confirm == "Yes")
chimera_regenerate()
else if (quickcheckuninjured())
var/confirm = tgui_alert(usr, "Are you sure you want to regenerate? As you are uninjured this will only take 30 seconds and match your appearance to your character slot.", "Confirm Regeneration", list("Yes", "No"))
if(confirm == "Yes")
chimera_regenerate()
else
var/confirm = tgui_alert(usr, "Are you sure you want to completely reconstruct your form? This process can take up to fifteen minutes, depending on how hungry you are, and you will be unable to move.", "Confirm Regeneration", list("Yes", "No"))
if(confirm == "Yes")
chimera_regenerate()
/mob/living/carbon/human/proc/tie_hair()
set name = "Tie Hair"
set desc = "Style your hair."
set category = "IC"
if(incapacitated())
to_chat(src, "<span class='warning'>You can't mess with your hair right now!</span>")
return
if(hair_style)
var/selected_string
var/list/datum/sprite_accessory/hair/valid_hairstyles = list()
for(var/hair_string in GLOB.hair_styles_list)
valid_hairstyles.Add(hair_string)
selected_string = tgui_input_list(usr, "Select a new hairstyle", "Your hairstyle", valid_hairstyles)
if(incapacitated())
to_chat(src, "<span class='warning'>You can't mess with your hair right now!</span>")
return
else if(selected_string && hair_style != selected_string)
hair_style = selected_string
regenerate_icons()
visible_message("<span class='notice'>[src] pauses a moment to style their hair.</span>")
else
to_chat(src, "<span class ='notice'>You're already using that style.</span>")
/mob/living/carbon/human
var/revive_ready = REVIVING_READY // Only used for creatures that have the xenochimera regen ability, so far.
var/revive_finished = 0 // Only used for xenochimera regen, allows us to find out when the regen will finish.
/mob/living/carbon/human/proc/chimera_regenerate()
//If they're already regenerating
switch(revive_ready)
if(REVIVING_NOW)
to_chat(src, "You are already reconstructing, just wait for the reconstruction to finish!")
return
if(REVIVING_DONE)
to_chat(src, "Your reconstruction is done, but you need to hatch now.")
return
if(revive_ready > world.time)
to_chat(src, "You can't use that ability again so soon!")
return
var/time = min(900, (120+780/(1 + nutrition/100))) //capped at 15 mins, roughly 6 minutes at 250 (yellow) nutrition, 4.1 minutes at 500 (grey), cannot be below 2 mins
if (quickcheckuninjured()) //if you're completely uninjured, then you get a speedymode - check health first for quickness
time = 30
//Clicked regen while dead.
if(stat == DEAD)
//reviving from dead takes extra nutriment to be provided from outside OR takes twice as long and consumes extra at the end
if(!nutrition > 0)
time = time*2
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
//Scary spawnerization.
revive_ready = REVIVING_NOW
revive_finished = (world.time + time SECONDS) // When do we finish reviving? Allows us to find out when we're done, called by the alert currently.
throw_alert("regen", /atom/movable/screen/alert/xenochimera/reconstitution)
spawn(time SECONDS)
// check to see if they've been fixed by outside forces in the meantime such as defibbing
if(stat != DEAD)
to_chat(src, "<span class='notice'>Your body has recovered from its ordeal, ready to regenerate itself again.</span>")
revive_ready = REVIVING_READY //reset their cooldown
clear_alert("regen")
throw_alert("hatch", /atom/movable/screen/alert/xenochimera/readytohatch)
// Was dead, still dead.
else
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch.</span>")
verbs |= /mob/living/carbon/human/proc/hatch
revive_ready = REVIVING_DONE
clear_alert("regen")
throw_alert("hatch", /atom/movable/screen/alert/xenochimera/readytohatch)
//Clicked regen while NOT dead
else
to_chat(src, "You begin to reconstruct your form. You will not be able to move during this time. It should take aproximately [round(time)] seconds.")
//Waiting for regen after being alive
revive_ready = REVIVING_NOW
revive_finished = (world.time + time SECONDS) // When do we finish reviving? Allows us to find out when we're done, called by the alert currently.
throw_alert("regen", /atom/movable/screen/alert/xenochimera/reconstitution)
spawn(time SECONDS)
//Slightly different flavour messages
if(stat != DEAD || nutrition > 0)
to_chat(src, "<span class='notice'>Consciousness begins to stir as your new body awakens, ready to hatch..</span>")
else
to_chat(src, "<span class='warning'>Consciousness begins to stir as your battered body struggles to recover from its ordeal..</span>")
verbs |= /mob/living/carbon/human/proc/hatch
revive_ready = REVIVING_DONE
clear_alert("regen")
throw_alert("hatch", /atom/movable/screen/alert/xenochimera/readytohatch)
/mob/living/carbon/human/proc/hatch()
set name = "Hatch"
set category = "Abilities"
if(revive_ready != REVIVING_DONE)
//Hwhat?
verbs -= /mob/living/carbon/human/proc/hatch
return
var/confirm = tgui_alert(usr, "Are you sure you want to hatch right now? This will be very obvious to anyone in view.", "Confirm Regeneration", list("Yes", "No"))
if(confirm == "Yes")
//Dead when hatching
if(stat == DEAD)
//Reviving from ded takes extra nutrition - if it isn't provided from outside sources, it comes from you
if(!nutrition > 0)
nutrition=nutrition * 0.75
chimera_hatch()
visible_message("<span class='warning'><p><font size=4>The former corpse staggers to its feet, all its former wounds having vanished...</font></p></span>") //Bloody hell...
clear_alert("hatch")
return
//Alive when hatching
else
chimera_hatch()
visible_message("<span class='warning'><p><font size=4>[src] rises to \his feet.</font></p></span>") //Bloody hell...
clear_alert("hatch")
/mob/living/carbon/human/proc/chimera_hatch()
verbs -= /mob/living/carbon/human/proc/hatch
to_chat(src, "<span class='notice'>Your new body awakens, bursting free from your old skin.</span>")
//Modify and record values (half nutrition and braindamage)
var/old_nutrition = nutrition
var/uninjured=quickcheckuninjured()
//I did have special snowflake code, but this is easier.
revive()
cure_husk()
if(!uninjured)
nutrition = old_nutrition * 0.5
//Drop everything
for(var/obj/item/W in src)
dropItemToGround(W, 1)
//Visual effects
var/T = get_turf(src)
new /obj/effect/gibspawner/human(T, src)
visible_message("<span class='danger'><p><font size=4>The lifeless husk of [src] bursts open, revealing a new, intact copy in the pool of viscera.</font></p></span>") //Bloody hell...
else //lower cost for doing a quick cosmetic revive
nutrition = old_nutrition * 0.9
//Unfreeze some things
//does_not_breathe = FALSE
//update_canmove()
//weakened = 2
SetParalyzed(0)
revive_ready = world.time + 10 MINUTES //set the cooldown CHOMPEdit: Reduced this to 10 minutes, you're playing with fire if you're reviving that often.
/atom/movable/screen/alert/xenochimera/reconstitution
name = "Reconstructing Form"
desc = "You're still rebuilding your body! Click the alert to find out how long you have left."
icon_state = "regenerating"
// Commenting this out for now, will revisit later once I can figure out how to override Click() appropriately.
/atom/movable/screen/alert/xenochimera/reconstitution/Click()
if(ishuman(usr)) // If you're somehow able to click this while not a chimera, this should prevent weird runtimes. Will need changing if regeneration is ever opened to non-chimera using the same alert.
var/mob/living/carbon/human/H = usr
if(istype(H.dna.species, /datum/species/mammal/xenochimera))
if(H.revive_ready == REVIVING_NOW)
to_chat(usr, "We are currently reviving, and will be done in [(H.revive_finished - world.time) / 10] seconds.")
else if(H.revive_ready == REVIVING_DONE)
to_chat(usr, "You should have a notification + alert for this! Bug report that this is still here!")
/atom/movable/screen/alert/xenochimera/readytohatch
name = "Ready to Hatch"
desc = "You're done reconstructing your cells! Click me to Hatch!"
icon_state = "hatch_ready"
// Commenting this out for now, will revisit later once I can figure out how to override Click() appropriately.
/atom/movable/screen/alert/xenochimera/readytohatch/Click()
if(ishuman(usr)) // If you're somehow able to click this while not a chimera, this should prevent weird runtimes. Will need changing if regeneration is ever opened to non-chimera using the same alert.
var/mob/living/carbon/human/H = usr
if(istype(H.dna.species, /datum/species/mammal/xenochimera))
if(H.revive_ready == REVIVING_DONE) // Sanity check.
H.hatch() // Hatch.
/mob/living/carbon/human/proc/quickcheckuninjured()
if (getBruteLoss() || getFireLoss() || getToxLoss() || getOxyLoss()) //fails if they have any of the main damage types
return FALSE
return TRUE
#undef REVIVING_NOW
#undef REVIVING_DONE
#undef REVIVING_READY
@@ -314,7 +314,7 @@
sound = pick('modular_splurt/sound/voice/moan_f1.ogg', 'modular_splurt/sound/voice/moan_f2.ogg', 'modular_splurt/sound/voice/moan_f3.ogg', 'modular_splurt/sound/voice/moan_f4.ogg', 'modular_splurt/sound/voice/moan_f5.ogg', 'modular_splurt/sound/voice/moan_f6.ogg', 'modular_splurt/sound/voice/moan_f7.ogg')
if(isalien(user))
sound = 'sound/voice/hiss6.ogg'
playsound(user.loc, sound, 50, 1, 4, 1.2)
playlewdinteractionsound(user.loc, sound, 50, 1, 4, 1.2)
message = "moans!"
else if(miming)
message = "acts out a moan."
@@ -956,6 +956,15 @@
emote_sound = 'modular_splurt/sound/voice/rizz.ogg'
emote_cooldown = 1.43 SECONDS
/datum/emote/living/audio/buff
key = "buff"
key_third_person = "buffs"
message = "shows off their muscles."
message_param = "shows off their muscles to %t."
emote_sound = 'modular_splurt/sound/voice/buff.ogg'
emote_cooldown = 4.77 SECONDS
emote_pitch_variance = FALSE
/datum/emote/living/audio/merowr
key = "merowr"
key_third_person = "merowrs"
@@ -1029,6 +1038,30 @@
emote_sound = 'modular_splurt/sound/voice/moo.ogg'
emote_cooldown = 1.7 SECONDS
/datum/emote/living/audio/untitledgoose
key = "goosehonk"
key_third_person = "honks"
message = "honks!"
message_mime = "looks like a duck from hell!"
emote_sound = 'modular_splurt/sound/voice/goosehonk/sfx_goose_honk_b_01.ogg'
emote_cooldown = 0.8 SECONDS
/datum/emote/living/audio/untitledgoose/run_emote(mob/user, params)
emote_sound = pick('modular_splurt/sound/voice/goosehonk/sfx_goose_honk_b_01.ogg', 'modular_splurt/sound/voice/goosehonk/sfx_goose_honk_b_02.ogg','modular_splurt/sound/voice/goosehonk/sfx_goose_honk_b_03.ogg','modular_splurt/sound/voice/goosehonk/sfx_goose_honk_b_06.ogg')
. = ..()
/datum/emote/living/audio/untitledgooseB
key = "goosehonkb"
key_third_person = "honks differently"
message = "honks differently!"
message_mime = "looks like a duck from hell!"
emote_sound = 'modular_splurt/sound/voice/goosehonk/sfx_goose_honk_b_01.ogg'
emote_cooldown = 0.8 SECONDS
/datum/emote/living/audio/untitledgooseB/run_emote(mob/user, params)
emote_sound = pick('modular_splurt/sound/voice/goosehonk/sfx_gooseB_honk_02.ogg', 'modular_splurt/sound/voice/goosehonk/sfx_gooseB_honk_03.ogg', 'modular_splurt/sound/voice/goosehonk/sfx_gooseB_honk_04.ogg', 'modular_splurt/sound/voice/goosehonk/sfx_gooseB_honk_06.ogg', 'modular_splurt/sound/voice/goosehonk/sfx_gooseB_honk_07.ogg', 'modular_splurt/sound/voice/goosehonk/sfx_gooseB_honk_08.ogg', 'modular_splurt/sound/voice/goosehonk/sfx_gooseB_honk_09.ogg')
. = ..()
/datum/emote/living/audio/scream2
key = "scream2"
key_third_person = "screams2"
@@ -1039,5 +1072,5 @@
emote_pitch_variance = FALSE
/datum/emote/living/audio/scream2/run_emote(mob/user, params)
emote_sound = pick('modular_splurt/sound/voice/cscream1.ogg', 'modular_splurt/sound/voice/cscream2.ogg', 'modular_splurt/sound/voice/cscream3.ogg', 'modular_splurt/sound/voice/cscream4.ogg', 'modular_splurt/sound/voice/cscream5.ogg', 'modular_splurt/sound/voice/cscream6.ogg', 'modular_splurt/sound/voice/cscream7.ogg', 'modular_splurt/sound/voice/cscream8.ogg', 'modular_splurt/sound/voice/cscream9.ogg', 'modular_splurt/sound/voice/cscream10.ogg')
emote_sound = pick('modular_splurt/sound/voice/cscream1.ogg', 'modular_splurt/sound/voice/cscream2.ogg', 'modular_splurt/sound/voice/cscream3.ogg', 'modular_splurt/sound/voice/cscream4.ogg', 'modular_splurt/sound/voice/cscream5.ogg', 'modular_splurt/sound/voice/cscream6.ogg', 'modular_splurt/sound/voice/cscream7.ogg', 'modular_splurt/sound/voice/cscream8.ogg', 'modular_splurt/sound/voice/cscream9.ogg', 'modular_splurt/sound/voice/cscream10.ogg', 'modular_splurt/sound/voice/cscream11.ogg')
. = ..()
@@ -69,7 +69,7 @@
. = ..()
if(iswendigo(pulledby)) //Grip is too strong, nonetheless.
to_chat(src, "<span class='danger'>The grip is too strong! I need some time...</span>")
if(do_after(src, 200, target=pulledby))
if(do_after(src, 200, target = pulledby))
to_chat(src, "<span class='danger'>I break free off [pulledby]'s grip!</span>")
return TRUE
@@ -84,12 +84,14 @@
icon_state = "543box"
ammo_type = /obj/item/ammo_casing/a543
max_ammo = 40
icon = 'modular_splurt/icons/obj/ammo.dmi'
/obj/item/ammo_box/a543/rubber
name = "ammo box (.5x43mm Rubber)"
icon_state = "543box"
ammo_type = /obj/item/ammo_casing/a543/rubber
max_ammo = 40
icon = 'modular_splurt/icons/obj/ammo.dmi'
/obj/item/ammo_box/a308
name = "stripper clip (.308)"
@@ -262,3 +264,33 @@
materials = list(/datum/material/iron = 35000)
build_path = /obj/item/ammo_box/a308
category = list("hacked", "Security")
/datum/design/a543_lethal
name = "Ammo box (.5x43mm Lethal)"
desc = "A 40 round ammunition box that stores .5x43mm lethal bullets."
id = "a543_lethal"
materials = list(/datum/material/iron = 48000, /datum/material/silver = 12000)
build_path = /obj/item/ammo_box/a543/lethal
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
category = list("Ammo")
build_type = PROTOLATHE
/datum/design/a543_rubber
name = "Ammo box (.5x43mm Rubber)"
desc = "A 40 round ammunition box that stores .5x43mm rubber bullets."
id = "a543_rubber"
materials = list(/datum/material/iron = 36000, /datum/material/silver = 6000)
build_path = /obj/item/ammo_box/a543/rubber
departmental_flags = DEPARTMENTAL_FLAG_SECURITY
category = list("Ammo")
build_type = PROTOLATHE
/datum/supply_pack/security/armory/ammo5x43mm
name = ".5x43mm Ammunition Crate"
desc = "Contains two boxes of .5x43mm rubber bullets and two boxes of .5x43mm lethal bullets. Requires Armory access to open."
cost = 8500
contains = list(/obj/item/ammo_box/a543/rubber,
/obj/item/ammo_box/a543/rubber,
/obj/item/ammo_box/a543/lethal,
/obj/item/ammo_box/a543/lethal)
crate_name = ".5x43mm ammunition crate"
@@ -262,3 +262,11 @@
/obj/item/gun/ballistic/automatic/smg22/nomag
spawnwithmagazine = FALSE
/datum/supply_pack/security/armory/m46a1
name = "Pink M46A1 Full-Auto Rifle Crate"
desc = "Contains two high-powered, fully automatic rifles rifles chambered in .5x43mm. Requires Armory access to open."
cost = 25000
contains = list(/obj/item/gun/ballistic/automatic/m46a1,
/obj/item/gun/ballistic/automatic/m46a1)
crate_name = "m46a1 rifles crate"
@@ -382,3 +382,111 @@
C.adjustOxyLoss(0.25)
. = 1
return ..()
/datum/reagent/consumable/ethanol/twinkjuice
name = "Twink Juice"
description = "A long slender fruity drink with a green thick liquid inside. It smells nice and, and probably tastes fruity."
color = "#3fd2ff"
taste_description = "a concoction of dubious origins, and dubious purposes"
glass_icon = 'modular_splurt/icons/obj/drinks.dmi'
glass_icon_state = "twinkdrink"
glass_name = "glass of Boy Kisser"
glass_desc = "Looking at this, you think about backyards"
pH = 6.5
value = REAGENT_VALUE_UNCOMMON
boozepwr = 5
quality = DRINK_FANTASTIC
var/drinkerWasAlreadySubmissive = FALSE
/datum/reagent/consumable/ethanol/twinkjuice/on_mob_metabolize(mob/living/L)
..()
if (ishuman(L))
var/mob/living/carbon/human/M = L
if(M.client?.prefs.cit_toggles & NO_APHRO)
M.log_message("drank [src], but ignored it due to aphrodisiac preference.", LOG_EMOTE)
return
if(!M.has_quirk(/datum/quirk/well_trained))
M.log_message("is now under the effect of [src].", LOG_EMOTE)
M.add_quirk(/datum/quirk/well_trained, APHRO_TRAIT)
else
drinkerWasAlreadySubmissive = TRUE
/datum/reagent/consumable/ethanol/twinkjuice/on_mob_end_metabolize(mob/living/L)
if (ishuman(L))
var/mob/living/carbon/human/M = L
if(M.has_quirk(/datum/quirk/well_trained) && !drinkerWasAlreadySubmissive)
M.log_message("is no longer under the effect of [src].", LOG_EMOTE)
M.remove_quirk(/datum/quirk/well_trained, APHRO_TRAIT)
/datum/reagent/consumable/ethanol/midnight_tears
name = "Midnight Tears"
description = "A reflection of what your Heart feels a weak call for love.\n-Leo Oxto"
glass_icon = 'modular_splurt/icons/obj/drinks.dmi'
glass_icon_state = "midnight_tears"
glass_name = "glass of Midnight Tears"
taste_description = "the warm feeling of a hug"
color = "#005DE9"
/datum/reagent/consumable/ethanol/midnight_tears/on_mob_life(mob/living/carbon/C)
..()
if ishuman(C)
var/mob/living/carbon/human/H = C
if(!H.dna || !H.dna.species || !H.dna.species.can_wag_tail(H))
return
if(!H.dna.species.is_wagging_tail())
H.dna.species.start_wagging_tail(H)
/datum/reagent/consumable/ethanol/midnight_sky
name = "Midnight Sky"
description = "An escape from all your troubles, may it help you find love and joy.\n-Leo Oxto"
glass_icon = 'modular_splurt/icons/obj/drinks.dmi'
glass_icon_state = "midnight_sky"
glass_name = "glass of Midnight Sky"
taste_description = "a calm taste like the calm night"
color = "#060709"
/datum/reagent/consumable/ethanol/midnight_sky/on_mob_life(mob/living/carbon/C)
..()
C.adjustBruteLoss(-0.5)
C.adjustFireLoss(-0.5)
. = TRUE
/datum/reagent/consumable/ethanol/midnight_joy
name = "Midnight Joy"
description = " Be sure to spread this feeling, for some lack it in their life, be the reason they have a smile on their face.\n-Leo Oxto"
glass_icon = 'modular_splurt/icons/obj/drinks.dmi'
glass_icon_state = "midnight_joy"
glass_name = "glass of Midnight Joy"
taste_description = "sweet joy"
color = "#FFF393"
/datum/reagent/consumable/ethanol/midnight_joy/on_mob_life(mob/living/carbon/C)
..()
if (prob(7))
C.emote("giggle")
/obj/item/storage/box/drinkingglasses/midnight
name = "Midnight Drinking Box"
desc = "A box containing two glasses of each of the three midnight drinks."
/obj/item/storage/box/drinkingglasses/midnight/PopulateContents()
new /obj/item/reagent_containers/food/drinks/drinkingglass/filled/midnight_joy(src)
new /obj/item/reagent_containers/food/drinks/drinkingglass/filled/midnight_joy(src)
new /obj/item/reagent_containers/food/drinks/drinkingglass/filled/midnight_sky(src)
new /obj/item/reagent_containers/food/drinks/drinkingglass/filled/midnight_sky(src)
new /obj/item/reagent_containers/food/drinks/drinkingglass/filled/midnight_tears(src)
new /obj/item/reagent_containers/food/drinks/drinkingglass/filled/midnight_tears(src)
/obj/item/reagent_containers/food/drinks/drinkingglass/filled/midnight_joy
name = "Midnight Joy"
list_reagents = list(/datum/reagent/consumable/ethanol/midnight_joy = 50)
/obj/item/reagent_containers/food/drinks/drinkingglass/filled/midnight_sky
name = "Midnight Sky"
list_reagents = list(/datum/reagent/consumable/ethanol/midnight_sky = 50)
/obj/item/reagent_containers/food/drinks/drinkingglass/filled/midnight_tears
name = "Midnight Tears"
list_reagents = list(/datum/reagent/consumable/ethanol/midnight_tears = 50)
@@ -0,0 +1,2 @@
/datum/techweb_node/ballistic_weapons
design_ids = list("mag_oldsmg", "mag_oldsmg_ap", "mag_oldsmg_ic", "mag_oldsmg_rubber", "mag_oldsmg_tx", "a543_rubber", "a543_lethal")
@@ -29,7 +29,7 @@
/obj/item/ancientartifact/useless/attackby(obj/item/W, mob/user, params)
if(istype(W,/obj/item/xenoarch/help/research))
if(!do_after(user,100,target=src))
if(!do_after(user, 100, target=src))
to_chat(user,"You must stand still to analyze.")
return
SSresearch.science_tech.add_point_list(list(TECHWEB_POINT_TYPE_GENERIC = 2000))
@@ -46,7 +46,7 @@
/obj/item/ancientartifact/faunafossil/attackby(obj/item/W, mob/user, params)
if(istype(W,/obj/item/xenoarch/help/research))
if(!do_after(user,100,target=src))
if(!do_after(user, 100, target=src))
to_chat(user,"You must stand still to analyze.")
return
SSresearch.science_tech.add_point_list(list(TECHWEB_POINT_TYPE_GENERIC = 4000))
@@ -63,14 +63,14 @@
/obj/item/ancientartifact/florafossil/attackby(obj/item/W, mob/user, params)
if(istype(W,/obj/item/xenoarch/help/research))
if(!do_after(user,100,target=src))
if(!do_after(user, 100, target=src))
to_chat(user,"You must stand still to analyze.")
return
SSresearch.science_tech.add_point_list(list(TECHWEB_POINT_TYPE_GENERIC = 4000))
to_chat(user,"You successfully researched the artifact. You have gained 4000 research points.")
qdel(src)
if(istype(W,/obj/item/xenoarch/help/plant))
if(!do_after(user,50,target=src))
if(!do_after(user, 50, target=src))
to_chat(user,"You need to stand still to extract the seeds.")
return
var/seed = pick(list( /obj/item/seeds/amauri,
@@ -42,7 +42,7 @@
tryagain = TRUE
var/obj/item/xenoarch/clean/hammer/HM = W
playsound(loc, HM.usesound, 50, 1, -1)
if(!do_after(user,HM.cleanspeed,target = src))
if(!do_after(user, HM.cleanspeed, target = src))
to_chat(user,"You must stand still to clean.")
tryagain = FALSE
return
@@ -60,7 +60,7 @@
tryagain = TRUE
var/obj/item/xenoarch/clean/brush/HM = W
playsound(loc, HM.usesound, 50, 1, -1)
if(!do_after(user,HM.brushspeed,target = src))
if(!do_after(user, HM.brushspeed, target = src))
to_chat(user,"You must stand still to clean.")
tryagain = FALSE
return
@@ -83,7 +83,7 @@
if(istype(W,/obj/item/xenoarch/help/scanner))
var/obj/item/xenoarch/help/scanner/HM = W
playsound(loc, HM.usesound, 50, 1, -1)
if(!do_after(user,30,target = src))
if(!do_after(user, 30, target = src))
to_chat(user,"You must stand still to scan.")
return
playsound(loc, HM.usesound, 50, 1, -1)
@@ -92,7 +92,7 @@
if(istype(W,/obj/item/xenoarch/help/scanneradv))
var/obj/item/xenoarch/help/scanneradv/HM = W
playsound(loc, HM.usesound, 50, 1, -1)
if(!do_after(user,10,target = src))
if(!do_after(user, 10, target = src))
to_chat(user,"You must stand still to scan.")
return
playsound(loc, HM.usesound, 50, 1, -1)
@@ -102,7 +102,7 @@
if(istype(W,/obj/item/xenoarch/help/measuring))
var/obj/item/xenoarch/help/measuring/HM = W
playsound(loc, HM.usesound, 50, 1, -1)
if(!do_after(user,10,target = src))
if(!do_after(user, 10, target = src))
to_chat(user,"You must stand still to measure.")
return
if(!dugdepth)
@@ -140,7 +140,7 @@
if(!istype(target,/obj/item))
return
var/datum/export_report/ex = new
if(!do_after(user,300,target=target))
if(!do_after(user, 300, target=target))
to_chat(user,"You need to stand still to export items.")
return
export_item_and_contents(target, export_categories , dry_run = FALSE, external_report = ex)
@@ -0,0 +1,5 @@
/obj/machinery/spaceship_navigation_beacon/invion
name = "wall"
icon = 'modular_splurt/icons/obj/objects.dmi'
icon_state = "invisible"
invisibility = INVISIBILITY_ABSTRACT
@@ -1,3 +1,14 @@
/obj/item/organ/lungs/ipc
name = "IPC cooling system"
desc = "Helps regulate the body temperature of synthetic beings. Helpful!"
/obj/item/organ/lungs/vox
name = "plasma filter"
desc = "A spongy rib-shaped mass for filtering plasma from the air."
icon_state = "lungs-plasma"
breathing_class = BREATH_PLASMA
maxHealth = INFINITY//I don't understand how plamamen work, so I'm not going to try t give them special lungs atm
/obj/item/organ/lungs/vox/populate_gas_info()
..()
gas_max -= GAS_PLASMA